… | |
… | |
22 | # </required> # |
22 | # </required> # |
23 | # <ignore> # |
23 | # <ignore> # |
24 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
25 | # </ignore> # |
25 | # </ignore> # |
26 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
27 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
28 | # </description> # |
28 | # </description> # |
29 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
30 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
31 | # </use> # |
31 | # </use> # |
32 | # ... attributes ... # |
32 | # ... attributes ... # |
33 | # </type> # |
33 | # </type> # |
34 | # # |
34 | # # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
149 | every tick. |
149 | every tick. |
150 | </attribute> |
150 | </attribute> |
151 | "> |
151 | "> |
152 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
154 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
155 | </attribute> |
155 | </attribute> |
156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
157 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
158 | </attribute> |
158 | </attribute> |
159 | "> |
159 | "> |
160 | |
160 | |
161 | <!ENTITY resistances_flesh_desc " |
161 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
674 | usually inevitable. |
674 | usually inevitable. |
675 | </attribute> |
675 | </attribute> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
677 | If <glow radius> is set to a value greater zero, the object |
677 | If <glow radius> is set to a value greater zero, the object |
678 | appears lit up on dark maps. <glow radius> can be a value |
678 | appears lit up on dark maps. <glow radius> can be a value |
679 | between 0 and 4, the higher, the more light does the object emit. |
679 | between 0 and 9, the higher, the more light does the object emit. |
680 | </attribute> |
680 | </attribute> |
681 | <attribute arch="material" editor="material" type="bitmask_material"> |
681 | <attribute arch="material" editor="material" type="bitmask_material"> |
682 | This bitmask-value informs the player of which material(s) the |
682 | This bitmask-value informs the player of which material(s) the |
683 | object consists. Material does also affect how likely the object |
683 | object consists. Material does also affect how likely the object |
684 | can be destroyed by hazardous spell-effects. |
684 | can be destroyed by hazardous spell-effects. |
… | |
… | |
692 | Putting an invisible object under the floor always prevents it from being |
692 | Putting an invisible object under the floor always prevents it from being |
693 | shown. |
693 | shown. |
694 | </attribute> |
694 | </attribute> |
695 | <attribute arch="blocksview" editor="block view" type="bool"> |
695 | <attribute arch="blocksview" editor="block view" type="bool"> |
696 | If an item is set to block view, players (and monsters) cannot |
696 | If an item is set to block view, players (and monsters) cannot |
697 | see byond it unless they cross it or manage to stand ontop. |
697 | see beyond it unless they cross it or manage to stand ontop. |
698 | </attribute> |
698 | </attribute> |
699 | <attribute arch="identified" editor="identified" type="bool"> |
699 | <attribute arch="identified" editor="identified" type="bool"> |
700 | If an item is identified, the player has full knowledge about it. |
700 | If an item is identified, the player has full knowledge about it. |
701 | </attribute> |
701 | </attribute> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
… | |
… | |
778 | This text may describe the object. |
778 | This text may describe the object. |
779 | </attribute> |
779 | </attribute> |
780 | </type> |
780 | </type> |
781 | |
781 | |
782 | <!--####################################################################--> |
782 | <!--####################################################################--> |
|
|
783 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
783 | <type number="110" name="Ability"> |
784 | <type number="999" name="Ability"> |
784 | <ignore> |
785 | <ignore> |
785 | <ignore_list name="system_object" /> |
786 | <ignore_list name="system_object" /> |
786 | </ignore> |
787 | </ignore> |
787 | <description><![CDATA[ |
788 | <description><![CDATA[ |
788 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | <br><br> |
792 | <br><br> |
792 | A particularly nice feature of abilities is that they can hold two |
793 | A particularly nice feature of abilities is that they can hold two |
793 | spells: One for short range- and one for long range use. |
794 | spells: One for short range - and one for long range use. |
794 | \n\n |
795 | \n\n |
795 | You should know that spellcasting monsters receive abilities via |
796 | You should know that spellcasting monsters receive abilities via |
796 | <treasurelist>. ]]> |
797 | <treasurelist>.]]> |
797 | </description> |
798 | </description> |
798 | <use><![CDATA[ |
799 | <use><![CDATA[ |
799 | If you want to create "customized" spellcasting monsters, you |
800 | If you want to create "customized" spellcasting monsters, you |
800 | should use abilities (rather than spellbooks/wands or something). |
801 | should use abilities (rather than spellbooks/wands or something). |
801 | The long/short-range spell feature can make boss-monsters more |
802 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
803 | <br><br> |
804 | <br><br> |
804 | You should keep in mind that magic abilities allow players |
805 | You should keep in mind that magic abilities allow players |
805 | to get better resistance. You can turn off the magic part to |
806 | to get better resistance. You can turn off the magic part to |
806 | make the spells more dangerous. However, this really shouldn't |
807 | make the spells more dangerous. However, this really shouldn't |
807 | be neccessary unless you work on very high level maps. |
808 | be neccessary unless you work on very high level maps. |
808 | And what fun is a magic resistance cloak when it has no effect? ]]> |
809 | And what fun is a magic resistance cloak when it has no effect?]]> |
809 | </use> |
810 | </use> |
810 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | The monster will use the specified <short range spell> |
814 | The monster will use the specified <short range spell> |
… | |
… | |
842 | Note that non-magical abilities are more dangerous because |
843 | Note that non-magical abilities are more dangerous because |
843 | magic resistance does not protect from those.</attribute> |
844 | magic resistance does not protect from those.</attribute> |
844 | </type> |
845 | </type> |
845 | |
846 | |
846 | <!--####################################################################--> |
847 | <!--####################################################################--> |
|
|
848 | |
|
|
849 | <type number="81" name="Torch"> |
|
|
850 | <description><![CDATA[ |
|
|
851 | Torches are a special kind of Lamp, they are worn out by repeatedly |
|
|
852 | lightening them up (when the is_lightable flag is set) and otherwise |
|
|
853 | they can only be used once.]]> |
|
|
854 | </description> |
|
|
855 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
856 | This field specifies the burning duration of the torch. |
|
|
857 | </attribute> |
|
|
858 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
859 | This field sets the glow radius of the torch if it is enabled. |
|
|
860 | If you want to make a torch that is already burning set the |
|
|
861 | "glow radius" field. |
|
|
862 | </attribute> |
|
|
863 | <attribute arch="level" editor="level" type="int"> |
|
|
864 | If this field specyfies the cursed effect's level. If it is |
|
|
865 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
866 | </attribute> |
|
|
867 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
868 | Cursed torches, which have a level above 0, explode if the |
|
|
869 | player applies them. |
|
|
870 | </attribute> |
|
|
871 | </type> |
|
|
872 | |
|
|
873 | <type number="82" name="Lamp"> |
|
|
874 | <description><![CDATA[ |
|
|
875 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
876 | </description> |
|
|
877 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
878 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
879 | here the fuel field will specify the burning duration in minutes.) |
|
|
880 | </attribute> |
|
|
881 | <attribute arch="food" editor="fuel" type="int"> |
|
|
882 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
883 | field of this object. |
|
|
884 | </attribute> |
|
|
885 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
886 | This field sets the glow radius of the lamp if it is enabled. |
|
|
887 | If you want to make a lamp that is already burning set the |
|
|
888 | "glow radius" field. |
|
|
889 | </attribute> |
|
|
890 | <attribute arch="level" editor="level" type="int"> |
|
|
891 | If this field specyfies the cursed effect's level. If it is |
|
|
892 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
893 | </attribute> |
|
|
894 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
895 | Cursed lamps, which have a level above 0, explode if the |
|
|
896 | player applies them. |
|
|
897 | </attribute> |
|
|
898 | </type> |
|
|
899 | |
|
|
900 | <!--####################################################################--> |
847 | <type number="18" name="Altar"> |
901 | <type number="18" name="Altar"> |
848 | <ignore> |
902 | <ignore> |
849 | <ignore_list name="non_pickable" /> |
903 | <ignore_list name="non_pickable" /> |
850 | </ignore> |
904 | </ignore> |
851 | <description><![CDATA[ |
905 | <description><![CDATA[ |
852 | When a player puts a defined number of certain items on the altar, |
906 | When a player puts a defined number of certain items on the altar, |
853 | then either a spell is casted (on the player) or a connector is |
907 | then either a spell is casted (on the player) or a connector is |
854 | triggered. If the latter is the case, the altar works only once. |
908 | triggered. If the latter is the case, the altar works only once. |
855 | Either way, the sacrificed item disappears. ]]> |
909 | Either way, the sacrificed item disappears.]]> |
856 | </description> |
910 | </description> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
911 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | &move_on; |
912 | &move_on; |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
913 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | This string specifies the item that must be put on the altar to |
914 | This string specifies the item that must be put on the altar to |
… | |
… | |
871 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
925 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
872 | 200 silver, 20 gold, or 4 platinum will all work.) |
926 | 200 silver, 20 gold, or 4 platinum will all work.) |
873 | |
927 | |
874 | Note that the maximum possible for <drop amount> is 32767. |
928 | Note that the maximum possible for <drop amount> is 32767. |
875 | </attribute> |
929 | </attribute> |
876 | <attribute arch="connected" editor="connection" type="int"> |
930 | <attribute arch="connected" editor="connection" type="string"> |
877 | If a connection value is set, the altar will trigger all objects |
931 | If a connection value is set, the altar will trigger all objects |
878 | with the same value, when activated. This will only work once. |
932 | with the same value, when activated. This will only work once. |
879 | </attribute> |
933 | </attribute> |
880 | <attribute arch="sp" editor="spell" type="spell"> |
934 | <attribute arch="sp" editor="spell" type="spell"> |
881 | When activated, the selected <spell> will be casted (once, on the |
935 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
895 | <ignore_list name="non_pickable" /> |
949 | <ignore_list name="non_pickable" /> |
896 | </ignore> |
950 | </ignore> |
897 | <description><![CDATA[ |
951 | <description><![CDATA[ |
898 | Altar_triggers work pretty much like normal altars |
952 | Altar_triggers work pretty much like normal altars |
899 | (drop sacrifice -> connection activated), except for the fact that |
953 | (drop sacrifice -> connection activated), except for the fact that |
900 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
954 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
901 | </description> |
955 | </description> |
902 | <use><![CDATA[ |
956 | <use><![CDATA[ |
903 | Altar_triggers are very useful if you want to charge a price for... |
957 | Altar_triggers are very useful if you want to charge a price for... |
904 | <UL> |
958 | <UL> |
905 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
959 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
906 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
960 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
907 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
961 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
908 | </UL> |
962 | </UL> |
909 | The big advantage over normal altars is the infinite usability |
963 | The big advantage over normal altars is the infinite usability |
910 | of altar_triggers! If there are ten players on one server, they're |
964 | of altar_triggers! If there are ten players on one server, they're |
911 | quite grateful if things work more than once. =) ]]> |
965 | quite grateful if things work more than once. =)]]> |
912 | </use> |
966 | </use> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
967 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
968 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | This string specifies the item that must be put on the altar to |
969 | This string specifies the item that must be put on the altar to |
916 | activate it. It can either be the name of an archetype, or directly |
970 | activate it. It can either be the name of an archetype, or directly |
… | |
… | |
926 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
980 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
927 | 200 silver, 20 gold, or 4 platinum will all work.) |
981 | 200 silver, 20 gold, or 4 platinum will all work.) |
928 | |
982 | |
929 | Note that the maximum possible for <drop amount> is 32767. |
983 | Note that the maximum possible for <drop amount> is 32767. |
930 | </attribute> |
984 | </attribute> |
931 | <attribute arch="connected" editor="connection" type="int"> |
985 | <attribute arch="connected" editor="connection" type="string"> |
932 | If a connection value is set, the altar will trigger all objects |
986 | If a connection value is set, the altar will trigger all objects |
933 | with the same value, when activated. This will only work once. |
987 | with the same value, when activated. This will only work once. |
934 | </attribute> |
988 | </attribute> |
935 | <attribute arch="sp" editor="spell" type="spell"> |
989 | <attribute arch="sp" editor="spell" type="spell"> |
936 | When activated, this <spell> will be casted (once, on the player). |
990 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
963 | |
1017 | |
964 | <!--####################################################################--> |
1018 | <!--####################################################################--> |
965 | <type number="74" name="Skill Tool"> |
1019 | <type number="74" name="Skill Tool"> |
966 | <description><![CDATA[ |
1020 | <description><![CDATA[ |
967 | Wearing a skill tool will give the player the ability to use a skill. |
1021 | Wearing a skill tool will give the player the ability to use a skill. |
968 | ]]> |
1022 | ]]> |
969 | </description> |
1023 | </description> |
970 | <use><![CDATA[ |
1024 | <use><![CDATA[ |
971 | Feel free to assign resistancies and stats to a skill tools or change |
1025 | Feel free to assign resistancies and stats to a skill tools or change |
972 | the skill that is given. |
1026 | the skill that is given. |
973 | ]]> |
1027 | ]]> |
974 | </use> |
1028 | </use> |
975 | <attribute arch="skill" editor="skill name" type="string"> |
1029 | <attribute arch="skill" editor="skill name" type="string"> |
976 | This field describes which skill the player will be able to use wearing this item. |
1030 | This field describes which skill the player will be able to use wearing this item. |
977 | </attribute> |
1031 | </attribute> |
978 | &player_stat_resist_sections; |
1032 | &player_stat_resist_sections; |
979 | </type> |
1033 | </type> |
980 | <!--####################################################################--> |
1034 | <!--####################################################################--> |
981 | <type number="39" name="Amulet"> |
1035 | <type number="39" name="Amulet"> |
982 | <description><![CDATA[ |
1036 | <description><![CDATA[ |
983 | Wearing an amulet, the object's stats will directly be inherited to |
1037 | Wearing an amulet, the object's stats will directly be inherited to |
984 | the player. Amulets are usually meant for protection and defense. ]]> |
1038 | the player. Amulets are usually meant for protection and defense.]]> |
985 | </description> |
1039 | </description> |
986 | <use><![CDATA[ |
1040 | <use><![CDATA[ |
987 | Feel free to create your own special artifacts. However, it is very |
1041 | Feel free to create your own special artifacts. However, it is very |
988 | important that you keep your artifact in balance with existing maps. ]]> |
1042 | important that you keep your artifact in balance with existing maps.]]> |
989 | </use> |
1043 | </use> |
990 | <attribute arch="ac" editor="armour class" type="int"> |
1044 | <attribute arch="ac" editor="armour class" type="int"> |
991 | This value defines the amount of armour-class bonus for wearing |
1045 | This value defines the amount of armour-class bonus for wearing |
992 | this item. <Armour class> lessens the chance of being hit. Lower |
1046 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | values are better. It should usually be set only for armour-like equipment. |
1047 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
1138 | Battleground is very special: In short, players can die on battleground |
1192 | Battleground is very special: In short, players can die on battleground |
1139 | without any death penalties. They don't loose or gain experience |
1193 | without any death penalties. They don't loose or gain experience |
1140 | while on battleground. Acid, draining and depletion effects don't |
1194 | while on battleground. Acid, draining and depletion effects don't |
1141 | work either. |
1195 | work either. |
1142 | When a player dies on battleground, he gets teleported to an exit |
1196 | When a player dies on battleground, he gets teleported to an exit |
1143 | location which is defined in the battleground object. ]]> |
1197 | location which is defined in the battleground object.]]> |
1144 | </description> |
1198 | </description> |
1145 | <use><![CDATA[ |
1199 | <use><![CDATA[ |
1146 | Battleground is only meant for player vs. player duels. You can |
1200 | Battleground is only meant for player vs. player duels. You can |
1147 | design combat arenas similiar to the one in scorn.<br> |
1201 | design combat arenas similiar to the one in scorn.<br> |
1148 | What should NEVER be done is placing battleground tiles in |
1202 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1150 | It must not be possible to gain significant treasure for fighting |
1204 | It must not be possible to gain significant treasure for fighting |
1151 | on battleground, because it bears no risk.<br><br> |
1205 | on battleground, because it bears no risk.<br><br> |
1152 | (Battleground will cease to work when the image or name is changed, |
1206 | (Battleground will cease to work when the image or name is changed, |
1153 | or when it is placed beneath another floor tile. |
1207 | or when it is placed beneath another floor tile. |
1154 | This is not a bug, it is there to prevent any attempts of placing |
1208 | This is not a bug, it is there to prevent any attempts of placing |
1155 | "hidden" battleground tiles anywhere.) ]]> |
1209 | "hidden" battleground tiles anywhere.)]]> |
1156 | </use> |
1210 | </use> |
1157 | <attribute arch="no_pick" value="1" type="fixed" /> |
1211 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="is_floor" value="1" type="fixed" /> |
1212 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="hp" editor="destination X" type="int"> |
1213 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | The exit destinations define the (x, y)-coordinates where players |
1214 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1175 | Safe ground is a special object that prevents any effects that might |
1229 | Safe ground is a special object that prevents any effects that might |
1176 | be harmful for the map, other players or items on the map. |
1230 | be harmful for the map, other players or items on the map. |
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1231 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | from being used and blocks bombs from exploding. Note that altars that |
1232 | from being used and blocks bombs from exploding. Note that altars that |
1179 | do cast spells still work. |
1233 | do cast spells still work. |
1180 | ]]> |
1234 | ]]> |
1181 | </description> |
1235 | </description> |
1182 | <use><![CDATA[ |
1236 | <use><![CDATA[ |
1183 | Safe ground can be used to prevents any means of burning |
1237 | Safe ground can be used to prevents any means of burning |
1184 | or destroying the items in a shop. Put this object below all floor tiles |
1238 | or destroying the items in a shop. Put this object below all floor tiles |
1185 | in your map and your shop will be safe. It's generally useful for making |
1239 | in your map and your shop will be safe. It's generally useful for making |
1186 | areas where really no kind of spell should be invoked by a player. |
1240 | areas where really no kind of spell should be invoked by a player. |
1187 | ]]> |
1241 | ]]> |
1188 | </use> |
1242 | </use> |
1189 | &movement_types_terrain; |
1243 | &movement_types_terrain; |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1244 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | </type> |
1245 | </type> |
1192 | |
1246 | |
1193 | <!--####################################################################--> |
1247 | <!--####################################################################--> |
1194 | <type number="8" name="Book"> |
1248 | <type number="8" name="Book"> |
1195 | <description><![CDATA[ |
1249 | <description><![CDATA[ |
1196 | Applying a book, the containing message is displayed to the player. ]]> |
1250 | Applying a book, the containing message is displayed to the player.]]> |
1197 | </description> |
1251 | </description> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
1252 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | If this value is set to be greater than zero, the player needs a |
1253 | If this value is set to be greater than zero, the player needs a |
1200 | certain literacy level to succeed reading the book. The book can be |
1254 | certain literacy level to succeed reading the book. The book can be |
1201 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1255 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1217 | </attribute> |
1271 | </attribute> |
1218 | <attribute arch="slaying" editor="key string" type="string"> |
1272 | <attribute arch="slaying" editor="key string" type="string"> |
1219 | This is the key string of the book. The key string is checked by an inventory checker. |
1273 | This is the key string of the book. The key string is checked by an inventory checker. |
1220 | (This is used eg. for the gate/port passes in scorn) |
1274 | (This is used eg. for the gate/port passes in scorn) |
1221 | </attribute> |
1275 | </attribute> |
|
|
1276 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1277 | If this flag is true the player won't be able to identify this |
|
|
1278 | item with by using a skill. |
|
|
1279 | </attribute> |
1222 | </type> |
1280 | </type> |
1223 | |
1281 | |
1224 | <!--####################################################################--> |
1282 | <!--####################################################################--> |
1225 | <type number="99" name="Boots"> |
1283 | <type number="99" name="Boots"> |
1226 | <import_type name="Amulet" /> |
1284 | <import_type name="Amulet" /> |
1227 | <description><![CDATA[ |
1285 | <description><![CDATA[ |
1228 | Wearing boots, the object's stats will directly be inherited to |
1286 | Wearing boots, the object's stats will directly be inherited to |
1229 | the player. Usually enhancing his speed, or granting some minor |
1287 | the player. Usually enhancing his speed, or granting some minor |
1230 | protection bonus. ]]> |
1288 | protection bonus.]]> |
1231 | </description> |
1289 | </description> |
1232 | <use><![CDATA[ |
1290 | <use><![CDATA[ |
1233 | Feel free to create your own special artifacts. However, it is very |
1291 | Feel free to create your own special artifacts. However, it is very |
1234 | important that you keep your artifact in balance with existing maps. ]]> |
1292 | important that you keep your artifact in balance with existing maps.]]> |
1235 | </use> |
1293 | </use> |
1236 | <attribute arch="exp" editor="speed bonus" type="int"> |
1294 | <attribute arch="exp" editor="speed bonus" type="int"> |
1237 | Boots with <speed bonus> will increase the player's walking speed |
1295 | Boots with <speed bonus> will increase the player's walking speed |
1238 | while worn. This kind of bonus is quite desirable for players of low- |
1296 | while worn. This kind of bonus is quite desirable for players of low- |
1239 | and medium level. High level players usually have fastest possible |
1297 | and medium level. High level players usually have fastest possible |
… | |
… | |
1255 | <type number="104" name="Bracers"> |
1313 | <type number="104" name="Bracers"> |
1256 | <import_type name="Amulet" /> |
1314 | <import_type name="Amulet" /> |
1257 | <description><![CDATA[ |
1315 | <description><![CDATA[ |
1258 | Bracers are armour-plates worn around the wrists. |
1316 | Bracers are armour-plates worn around the wrists. |
1259 | Wearing bracer, the object's stats will directly be inherited to |
1317 | Wearing bracer, the object's stats will directly be inherited to |
1260 | the player. Usually enhancing his defense. ]]> |
1318 | the player. Usually enhancing his defense.]]> |
1261 | </description> |
1319 | </description> |
1262 | <use><![CDATA[ |
1320 | <use><![CDATA[ |
1263 | Feel free to create your own special artifacts. However, it is very |
1321 | Feel free to create your own special artifacts. However, it is very |
1264 | important that you keep your artifact in balance with existing maps. ]]> |
1322 | important that you keep your artifact in balance with existing maps.]]> |
1265 | </use> |
1323 | </use> |
1266 | <attribute arch="magic" editor="magic bonus" type="int"> |
1324 | <attribute arch="magic" editor="magic bonus" type="int"> |
1267 | <magic bonus> works just like ac, except that it can be improved by |
1325 | <magic bonus> works just like ac, except that it can be improved by |
1268 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1326 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1269 | than direct armour-class bonus on the bracers. |
1327 | than direct armour-class bonus on the bracers. |
… | |
… | |
1273 | <!--####################################################################--> |
1331 | <!--####################################################################--> |
1274 | <type number="16" name="Brestplate Armour"> |
1332 | <type number="16" name="Brestplate Armour"> |
1275 | <import_type name="Amulet" /> |
1333 | <import_type name="Amulet" /> |
1276 | <description><![CDATA[ |
1334 | <description><![CDATA[ |
1277 | Wearing an armour, the object's stats will directly be inherited to |
1335 | Wearing an armour, the object's stats will directly be inherited to |
1278 | the player. Usually enhancing his defense. ]]> |
1336 | the player. Usually enhancing his defense.]]> |
1279 | </description> |
1337 | </description> |
1280 | <use><![CDATA[ |
1338 | <use><![CDATA[ |
1281 | Feel free to create your own special artifacts. However, it is very |
1339 | Feel free to create your own special artifacts. However, it is very |
1282 | important that you keep your artifact in balance with existing maps. ]]> |
1340 | important that you keep your artifact in balance with existing maps.]]> |
1283 | </use> |
1341 | </use> |
1284 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1342 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1285 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1343 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1286 | The bigger the spellpoint penalty, the worse. |
1344 | The bigger the spellpoint penalty, the worse. |
1287 | </attribute> |
1345 | </attribute> |
… | |
… | |
1303 | </ignore> |
1361 | </ignore> |
1304 | <description><![CDATA[ |
1362 | <description><![CDATA[ |
1305 | When a predefined amount of weigh is placed on a button, the |
1363 | When a predefined amount of weigh is placed on a button, the |
1306 | <connection> value is triggered. In most cases this happens when a |
1364 | <connection> value is triggered. In most cases this happens when a |
1307 | player or monster steps on it. When the button is "released", the |
1365 | player or monster steps on it. When the button is "released", the |
1308 | <connection> value get's triggered a second time. ]]> |
1366 | <connection> value get's triggered a second time.]]> |
1309 | </description> |
1367 | </description> |
1310 | &move_on; |
1368 | &move_on; |
1311 | &move_off; |
1369 | &move_off; |
1312 | <attribute arch="no_pick" value="1" type="fixed" /> |
1370 | <attribute arch="no_pick" value="1" type="fixed" /> |
1313 | <attribute arch="weight" editor="press weight" type="int"> |
1371 | <attribute arch="weight" editor="press weight" type="int"> |
1314 | The button is pressed (triggered), as soon as |
1372 | The button is pressed (triggered), as soon as |
1315 | <press weigh> gram are placed ontop of it. |
1373 | <press weigh> gram are placed ontop of it. |
1316 | </attribute> |
1374 | </attribute> |
1317 | <attribute arch="connected" editor="connection" type="int"> |
1375 | <attribute arch="connected" editor="connection" type="string"> |
1318 | Every time the button is pressed or released, all objects |
1376 | Every time the button is pressed or released, all objects |
1319 | with the same <connection> value are activated. |
1377 | with the same <connection> value are activated. |
1320 | </attribute> |
1378 | </attribute> |
1321 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1379 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1322 | This text may describe the item. You can use this |
1380 | This text may describe the item. You can use this |
… | |
… | |
1331 | <ignore_list name="non_pickable" /> |
1389 | <ignore_list name="non_pickable" /> |
1332 | </ignore> |
1390 | </ignore> |
1333 | <description><![CDATA[ |
1391 | <description><![CDATA[ |
1334 | Handle buttons are buttons which reset after a short period |
1392 | Handle buttons are buttons which reset after a short period |
1335 | of time. Every time it is either applied or reset, the |
1393 | of time. Every time it is either applied or reset, the |
1336 | <connection> value is triggered. ]]> |
1394 | <connection> value is triggered.]]> |
1337 | </description> |
1395 | </description> |
1338 | </type> |
1396 | </type> |
1339 | |
1397 | |
1340 | <!--####################################################################--> |
1398 | <!--####################################################################--> |
1341 | <type number="37" name="Class Changer"> |
1399 | <type number="37" name="Class Changer"> |
1342 | <ignore> |
1400 | <ignore> |
1343 | <ignore_list name="non_pickable" /> |
1401 | <ignore_list name="non_pickable" /> |
1344 | </ignore> |
1402 | </ignore> |
1345 | <description><![CDATA[ |
1403 | <description><![CDATA[ |
1346 | Class changer are used while creating a character. ]]> |
1404 | Class changer are used while creating a character.]]> |
1347 | </description> |
1405 | </description> |
1348 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1406 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1349 | This entry determines which initial items the character receives. |
1407 | This entry determines which initial items the character receives. |
1350 | </attribute> |
1408 | </attribute> |
1351 | <section name="stats"> |
1409 | <section name="stats"> |
… | |
… | |
1384 | <type number="87" name="Cloak"> |
1442 | <type number="87" name="Cloak"> |
1385 | <import_type name="Amulet" /> |
1443 | <import_type name="Amulet" /> |
1386 | <description><![CDATA[ |
1444 | <description><![CDATA[ |
1387 | Wearing a cloak, the object's stats will directly be inherited to |
1445 | Wearing a cloak, the object's stats will directly be inherited to |
1388 | the player. Cloaks usually add minor <armour class> and |
1446 | the player. Cloaks usually add minor <armour class> and |
1389 | sometimes a bit of resistance. ]]> |
1447 | sometimes a bit of resistance.]]> |
1390 | </description> |
1448 | </description> |
1391 | <use><![CDATA[ |
1449 | <use><![CDATA[ |
1392 | Feel free to create your own special artifacts. However, it is very |
1450 | Feel free to create your own special artifacts. However, it is very |
1393 | important that you keep your artifact in balance with existing maps. ]]> |
1451 | important that you keep your artifact in balance with existing maps.]]> |
1394 | </use> |
1452 | </use> |
1395 | <attribute arch="magic" editor="magic bonus" type="int"> |
1453 | <attribute arch="magic" editor="magic bonus" type="int"> |
1396 | <magic bonus> works just like ac, except that it can be improved by |
1454 | <magic bonus> works just like ac, except that it can be improved by |
1397 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1455 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1398 | than direct armour-class bonus on the cloak. |
1456 | than direct armour-class bonus on the cloak. |
… | |
… | |
1403 | </type> |
1461 | </type> |
1404 | |
1462 | |
1405 | <!--####################################################################--> |
1463 | <!--####################################################################--> |
1406 | <type number="9" name="Clock"> |
1464 | <type number="9" name="Clock"> |
1407 | <description><![CDATA[ |
1465 | <description><![CDATA[ |
1408 | Applying a clock, the time is displayed to the player. ]]> |
1466 | Applying a clock, the time is displayed to the player.]]> |
1409 | </description> |
1467 | </description> |
1410 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1468 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1411 | This text may describe the item |
1469 | This text may describe the item |
1412 | </attribute> |
1470 | </attribute> |
1413 | </type> |
1471 | </type> |
… | |
… | |
1418 | A player can put (certain kinds of) items in the container. |
1476 | A player can put (certain kinds of) items in the container. |
1419 | The overall weight of items is reduced when put inside a |
1477 | The overall weight of items is reduced when put inside a |
1420 | container, depending on the settings. |
1478 | container, depending on the settings. |
1421 | <br><br> |
1479 | <br><br> |
1422 | A special feature of containers is the "cauldron", |
1480 | A special feature of containers is the "cauldron", |
1423 | capable of mixing alchemical receipes. ]]> |
1481 | capable of mixing alchemical receipes.]]> |
1424 | </description> |
1482 | </description> |
1425 | <use><![CDATA[ |
1483 | <use><![CDATA[ |
1426 | Note on chests - There are two types of chests: |
1484 | Note on chests - There are two types of chests: |
1427 | <UL> |
1485 | <UL> |
1428 | <LI> First the random treasure chests - Those are NOT containers |
1486 | <LI> First the random treasure chests - Those are NOT containers |
1429 | (but object type Treasure), they create random treasures when |
1487 | (but object type Treasure), they create random treasures when |
1430 | applied. Archetype name is "chest". |
1488 | applied. Archetype name is "chest". |
1431 | <LI> Second there are the permanent chests - Those are containers, |
1489 | <LI> Second there are the permanent chests - Those are containers, |
1432 | they can be opened and closed again. Archetype name is "chest_2". |
1490 | they can be opened and closed again. Archetype name is "chest_2". |
1433 | </UL> ]]> |
1491 | </UL>]]> |
1434 | </use> |
1492 | </use> |
1435 | <attribute arch="race" editor="container class" type="string"> |
1493 | <attribute arch="race" editor="container class" type="string"> |
1436 | If set, the container will hold only certain types of objects. |
1494 | If set, the container will hold only certain types of objects. |
1437 | Possible choices for <container class> are: "gold and jewels", |
1495 | Possible choices for <container class> are: "gold and jewels", |
1438 | "arrows" and "keys". |
1496 | "arrows" and "keys". |
… | |
… | |
1493 | <attribute arch="title" /> |
1551 | <attribute arch="title" /> |
1494 | </ignore> |
1552 | </ignore> |
1495 | <description><![CDATA[ |
1553 | <description><![CDATA[ |
1496 | Converters are like "exchange tables". When the player drops a |
1554 | Converters are like "exchange tables". When the player drops a |
1497 | specific type of items, they get converted into other items, at a |
1555 | specific type of items, they get converted into other items, at a |
1498 | predefined exchange-ratio. ]]> |
1556 | predefined exchange-ratio.]]> |
1499 | </description> |
1557 | </description> |
1500 | <use><![CDATA[ |
1558 | <use><![CDATA[ |
1501 | Converters are better than shopping with doormats, because the |
1559 | Converters are better than shopping with doormats, because the |
1502 | converters never get sold out. For some items like food or jewels |
1560 | converters never get sold out. For some items like food or jewels |
1503 | those "exchange tables" are really nice, while for the more important |
1561 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1505 | <br><br> |
1563 | <br><br> |
1506 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1564 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1507 | items on a converter, the stuff you get must be of equal or lesser |
1565 | items on a converter, the stuff you get must be of equal or lesser |
1508 | value than before! (Except if you are using "rare" items like |
1566 | value than before! (Except if you are using "rare" items like |
1509 | dragonscales for payment). The code will not check if your ratio is |
1567 | dragonscales for payment). The code will not check if your ratio is |
1510 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1568 | sane, so the player could gain infinite wealth by using your converter.]]> |
1511 | </use> |
1569 | </use> |
1512 | <attribute arch="no_pick" value="1" type="fixed" /> |
1570 | <attribute arch="no_pick" value="1" type="fixed" /> |
1513 | <attribute arch="slaying" editor="cost arch" type="string"> |
1571 | <attribute arch="slaying" editor="cost arch" type="string"> |
1514 | <cost arch> is the name of the archetype the player has to |
1572 | <cost arch> is the name of the archetype the player has to |
1515 | put on the converter, as payment. |
1573 | put on the converter, as payment. |
… | |
… | |
1531 | of <receive arch>. |
1589 | of <receive arch>. |
1532 | </attribute> |
1590 | </attribute> |
1533 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1591 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1534 | This text may contain a description of the converter. |
1592 | This text may contain a description of the converter. |
1535 | </attribute> |
1593 | </attribute> |
|
|
1594 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1595 | If the converter has this flag set the generated items will |
|
|
1596 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1597 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1598 | armour shops.) |
|
|
1599 | </attribute> |
1536 | </type> |
1600 | </type> |
1537 | |
1601 | |
1538 | <!--####################################################################--> |
1602 | <!--####################################################################--> |
1539 | <type number="42" name="Creator"> |
1603 | <type number="42" name="Creator"> |
1540 | <ignore> |
1604 | <ignore> |
… | |
… | |
1542 | </ignore> |
1606 | </ignore> |
1543 | <description><![CDATA[ |
1607 | <description><![CDATA[ |
1544 | A creator is an object which creates another object when it |
1608 | A creator is an object which creates another object when it |
1545 | is triggered. The child object can be anything. Creators are |
1609 | is triggered. The child object can be anything. Creators are |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
1610 | VERY useful for all kinds of map-mechanisms. They can even |
1547 | periodically create things. ]]> |
1611 | periodically create things.]]> |
1548 | </description> |
1612 | </description> |
1549 | <use><![CDATA[ |
1613 | <use><![CDATA[ |
1550 | Don't hesitate to hide your creators under the floor. |
1614 | Don't hesitate to hide your creators under the floor. |
1551 | The created items will still always appear ontop of the floor. ]]> |
1615 | The created items will still always appear ontop of the floor.]]> |
1552 | </use> |
1616 | </use> |
1553 | <attribute arch="no_pick" value="1" type="fixed" /> |
1617 | <attribute arch="no_pick" value="1" type="fixed" /> |
1554 | <attribute arch="other_arch" editor="create arch" type="string"> |
1618 | <attribute arch="other_arch" editor="create arch" type="string"> |
1555 | This string defines the object that will be created. |
1619 | This string defines the object that will be created. |
1556 | You can choose any of the existing arches. |
1620 | You can choose any of the existing arches. |
1557 | This field is ignored if the creator has items in inventory. In this case |
1621 | This field is ignored if the creator has items in inventory. In this case |
1558 | one of the inventory items is duplicated. The duplicated item is randomly |
1622 | one of the inventory items is duplicated. The duplicated item is randomly |
1559 | chosen from all items present. |
1623 | chosen from all items present. |
1560 | </attribute> |
1624 | </attribute> |
1561 | <attribute arch="connected" editor="connection" type="int"> |
1625 | <attribute arch="connected" editor="connection" type="string"> |
1562 | Whenever the connection value is activated, |
1626 | Whenever the connection value is activated, |
1563 | the creator gets triggered. |
1627 | the creator gets triggered. |
1564 | </attribute> |
1628 | </attribute> |
1565 | &activate_on; |
1629 | &activate_on; |
1566 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1630 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
… | |
… | |
1598 | finds a specific object, it toggles its connected value. |
1662 | finds a specific object, it toggles its connected value. |
1599 | <br><br> |
1663 | <br><br> |
1600 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1664 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1601 | - First, detectors check their square for a match periodically, not |
1665 | - First, detectors check their square for a match periodically, not |
1602 | instantly. Second, detectors check directly for object names. Third, |
1666 | instantly. Second, detectors check directly for object names. Third, |
1603 | detectors do not check the inventory of players/monsters. ]]> |
1667 | detectors do not check the inventory of players/monsters.]]> |
1604 | </description> |
1668 | </description> |
1605 | <use><![CDATA[ |
1669 | <use><![CDATA[ |
1606 | There is one major speciality about detectors: You can detect spells |
1670 | There is one major speciality about detectors: You can detect spells |
1607 | blown over a detector! To detect a lighting bolt for example, set |
1671 | blown over a detector! To detect a lighting bolt for example, set |
1608 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1672 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1609 | walls, this can be very useful for map-mechanisms. ]]> |
1673 | walls, this can be very useful for map-mechanisms.]]> |
1610 | </use> |
1674 | </use> |
1611 | <attribute arch="no_pick" value="1" type="fixed" /> |
1675 | <attribute arch="no_pick" value="1" type="fixed" /> |
1612 | <attribute arch="slaying" editor="match name" type="string"> |
1676 | <attribute arch="slaying" editor="match name" type="string"> |
1613 | <match name> specifies the name of the object we are looking for. |
1677 | <match name> specifies the name of the object we are looking for. |
1614 | Actually it does also check for the <key string> in key-objects, |
1678 | Actually it does also check for the <key string> in key-objects, |
1615 | but for this case inventory checkers are often more powerful to use. |
1679 | but for this case inventory checkers are often more powerful to use. |
1616 | </attribute> |
1680 | </attribute> |
1617 | <attribute arch="connected" editor="connection" type="int"> |
1681 | <attribute arch="connected" editor="connection" type="string"> |
1618 | When the detector is triggered, all objects with the same |
1682 | When the detector is triggered, all objects with the same |
1619 | connection value get activated. |
1683 | connection value get activated. |
1620 | </attribute> |
1684 | </attribute> |
1621 | <attribute arch="speed" editor="detection speed" type="float"> |
1685 | <attribute arch="speed" editor="detection speed" type="float"> |
1622 | This value defines the time between two detector-checks. |
1686 | This value defines the time between two detector-checks. |
… | |
… | |
1630 | by 1. |
1694 | by 1. |
1631 | </attribute> |
1695 | </attribute> |
1632 | </type> |
1696 | </type> |
1633 | |
1697 | |
1634 | <!--####################################################################--> |
1698 | <!--####################################################################--> |
|
|
1699 | <type number="164" name="Map Script"> |
|
|
1700 | <ignore> |
|
|
1701 | <ignore_list name="system_object" /> |
|
|
1702 | </ignore> |
|
|
1703 | <description><![CDATA[ |
|
|
1704 | The map script object is a very special object that can react to connected |
|
|
1705 | events and executes a perl script. |
|
|
1706 | ]]> |
|
|
1707 | </description> |
|
|
1708 | <use><![CDATA[ |
|
|
1709 | The perl script gets passed an $activator object and can use the set/get/find/timer functions |
|
|
1710 | to react to/trigger other objects. |
|
|
1711 | ]]> |
|
|
1712 | </use> |
|
|
1713 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1714 | When the map script object is triggered, it will execute |
|
|
1715 | the perl script with the triggering object as $activator. |
|
|
1716 | </attribute> |
|
|
1717 | &activate_on; |
|
|
1718 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1719 | This perl script will be executed each time the objetc is triggered. |
|
|
1720 | </attribute> |
|
|
1721 | </type> |
|
|
1722 | |
|
|
1723 | <!--####################################################################--> |
1635 | <type number="112" name="Director"> |
1724 | <type number="112" name="Director"> |
1636 | <ignore> |
1725 | <ignore> |
1637 | <ignore_list name="non_pickable" /> |
1726 | <ignore_list name="non_pickable" /> |
1638 | </ignore> |
1727 | </ignore> |
1639 | <description><![CDATA[ |
1728 | <description><![CDATA[ |
1640 | Directors change the direction of spell objects and other projectiles |
1729 | Directors change the direction of spell objects and other projectiles |
1641 | that fly past. Unlike spinners, directors always move objects in the |
1730 | that fly past. Unlike spinners, directors always move objects in the |
1642 | same direction. It does not make a difference from what angle you |
1731 | same direction. It does not make a difference from what angle you |
1643 | shoot into it.<br> |
1732 | shoot into it.<br> |
1644 | Directors are visible per default. ]]> |
1733 | Directors are visible per default.]]> |
1645 | </description> |
1734 | </description> |
1646 | <use><![CDATA[ |
1735 | <use><![CDATA[ |
1647 | Directors are rarely used in maps. Sometimes they are placed to |
1736 | Directors are rarely used in maps. Sometimes they are placed to |
1648 | change the direction of spells coming out of magic walls, |
1737 | change the direction of spells coming out of magic walls, |
1649 | "channeling" spell-projectiles in some direction. When doing this, |
1738 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1651 | into them!</B> The spell-projectiles bouncing between the directors |
1740 | into them!</B> The spell-projectiles bouncing between the directors |
1652 | would accumulate to huge numbers and at some point slow down the |
1741 | would accumulate to huge numbers and at some point slow down the |
1653 | server by eating memory- and CPU-time. |
1742 | server by eating memory- and CPU-time. |
1654 | <br><br> |
1743 | <br><br> |
1655 | You'd better not place directors in monster vs. player combat |
1744 | You'd better not place directors in monster vs. player combat |
1656 | areas too much, because that freaks out wizard-type players. ]]> |
1745 | areas too much, because that freaks out wizard-type players.]]> |
1657 | </use> |
1746 | </use> |
1658 | <attribute arch="sp" editor="direction" type="list_direction"> |
1747 | <attribute arch="sp" editor="direction" type="list_direction"> |
1659 | Projectiles will leave the director flying in the selected <direction>. |
1748 | Projectiles will leave the director flying in the selected <direction>. |
1660 | A director with direction <none> simply stops projectiles. |
1749 | A director with direction <none> simply stops projectiles. |
1661 | (The latter works out a bit strange for some spells). |
1750 | (The latter works out a bit strange for some spells). |
… | |
… | |
1670 | </ignore> |
1759 | </ignore> |
1671 | <description><![CDATA[ |
1760 | <description><![CDATA[ |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1761 | Diseases are an intersting form of spellcraft in Deliantra. |
1673 | Once casted, they can spread out and infect creatures in a large |
1762 | Once casted, they can spread out and infect creatures in a large |
1674 | area. Being infected can have various effects, from amusing farts |
1763 | area. Being infected can have various effects, from amusing farts |
1675 | to horrible damage - almost everything is possible. ]]> |
1764 | to horrible damage - almost everything is possible.]]> |
1676 | </description> |
1765 | </description> |
1677 | <use><![CDATA[ |
1766 | <use><![CDATA[ |
1678 | Diseases are extremely flexible and usable in a many ways. |
1767 | Diseases are extremely flexible and usable in a many ways. |
1679 | So far they are mostly used for causing bad, unwanted effects. |
1768 | So far they are mostly used for causing bad, unwanted effects. |
1680 | You could just as well create a disease which helps the player |
1769 | You could just as well create a disease which helps the player |
1681 | (recharging mana for example). |
1770 | (recharging mana for example). |
1682 | Infection with a "positive disease" could even be a quest reward. ]]> |
1771 | Infection with a "positive disease" could even be a quest reward.]]> |
1683 | </use> |
1772 | </use> |
1684 | <attribute arch="invisible" value="1" type="fixed" /> |
1773 | <attribute arch="invisible" value="1" type="fixed" /> |
1685 | <attribute arch="level" editor="plaque level" type="int"> |
1774 | <attribute arch="level" editor="plaque level" type="int"> |
1686 | The <plaque level> is proportional to the disease's deadliness. |
1775 | The <plaque level> is proportional to the disease's deadliness. |
1687 | This mainly reflects in the <damage>. It has no effect on |
1776 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1832 | </ignore> |
1921 | </ignore> |
1833 | <description><![CDATA[ |
1922 | <description><![CDATA[ |
1834 | A door can be opened with a normal key. It also can be broken by attacking |
1923 | A door can be opened with a normal key. It also can be broken by attacking |
1835 | it, and it can be defeated with the lockpicking skill. If a door is |
1924 | it, and it can be defeated with the lockpicking skill. If a door is |
1836 | defeated, horizontally and vertically adjacent doors are automatically |
1925 | defeated, horizontally and vertically adjacent doors are automatically |
1837 | removed. ]]> |
1926 | removed.]]> |
1838 | </description> |
1927 | </description> |
1839 | <attribute arch="no_pick" value="1" type="fixed" /> |
1928 | <attribute arch="no_pick" value="1" type="fixed" /> |
1840 | <attribute arch="alive" value="1" type="fixed" /> |
1929 | <attribute arch="alive" value="1" type="fixed" /> |
1841 | &movement_types_terrain; |
1930 | &movement_types_terrain; |
1842 | <attribute arch="hp" editor="hitpoints" type="int"> |
1931 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1869 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1958 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1870 | objects which lies somewhere on top of the duplicator. |
1959 | objects which lies somewhere on top of the duplicator. |
1871 | The duplicator has one arch name specified as <target arch>, |
1960 | The duplicator has one arch name specified as <target arch>, |
1872 | and only objects of this archetype can be affected.<br> |
1961 | and only objects of this archetype can be affected.<br> |
1873 | It will multiply the number of items in the pile, by the <multiply factor>. |
1962 | It will multiply the number of items in the pile, by the <multiply factor>. |
1874 | If the latter is set to zero, it will destroy objects. ]]> |
1963 | If the latter is set to zero, it will destroy objects.]]> |
1875 | </description> |
1964 | </description> |
1876 | <use><![CDATA[ |
1965 | <use><![CDATA[ |
1877 | I hope it is clear that one must be very cautious when inserting a duplicator |
1966 | I hope it is clear that one must be very cautious when inserting a duplicator |
1878 | anywhere with <multiply factor> greater than one. |
1967 | anywhere with <multiply factor> greater than one. |
1879 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1968 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1880 | It is <b>not acceptable</b> to allow duplication of anything other than |
1969 | It is <b>not acceptable</b> to allow duplication of anything other than |
1881 | coins, gold and jewels. Besides, it is very important that the chance to |
1970 | coins, gold and jewels. Besides, it is very important that the chance to |
1882 | loose the input matches the chance to earn winnings.<br> |
1971 | loose the input matches the chance to earn winnings.<br> |
1883 | A duplicator with <multiply factor> 3 for example should have a |
1972 | A duplicator with <multiply factor> 3 for example should have a |
1884 | loosing rate of 2/3 = 67%. ]]> |
1973 | loosing rate of 2/3 = 67%.]]> |
1885 | </use> |
1974 | </use> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
1975 | <attribute arch="other_arch" editor="target arch" type="string"> |
1887 | Only objects of matching archtype, lying ontop of the duplicator will be |
1976 | Only objects of matching archtype, lying ontop of the duplicator will be |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
1977 | duplicated, multiplied or removed. All other objects will be ignored. |
1889 | </attribute> |
1978 | </attribute> |
1890 | <attribute arch="level" editor="multiply factor" type="int"> |
1979 | <attribute arch="level" editor="multiply factor" type="int"> |
1891 | The number of items in the target pile will be multiplied by the |
1980 | The number of items in the target pile will be multiplied by the |
1892 | <multiply factor>. If it is set to zero, all target objects |
1981 | <multiply factor>. If it is set to zero, all target objects |
1893 | will be destroyed. |
1982 | will be destroyed. |
1894 | </attribute> |
1983 | </attribute> |
1895 | <attribute arch="connected" editor="connection" type="int"> |
1984 | <attribute arch="connected" editor="connection" type="string"> |
1896 | An activator (lever, altar, button, etc) with matching connection value |
1985 | An activator (lever, altar, button, etc) with matching connection value |
1897 | is able to trigger this duplicator. Be very careful that players cannot |
1986 | is able to trigger this duplicator. Be very careful that players cannot |
1898 | abuse it to create endless amounts of money or other valuable stuff! |
1987 | abuse it to create endless amounts of money or other valuable stuff! |
1899 | </attribute> |
1988 | </attribute> |
1900 | &activate_on; |
1989 | &activate_on; |
… | |
… | |
1907 | </ignore> |
1996 | </ignore> |
1908 | <description><![CDATA[ |
1997 | <description><![CDATA[ |
1909 | When the player applies an exit, he is transferred to a different location. |
1998 | When the player applies an exit, he is transferred to a different location. |
1910 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1999 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1911 | the exit just by walking into it, or by pressing <a>pply when standing on |
2000 | the exit just by walking into it, or by pressing <a>pply when standing on |
1912 | the exit. ]]> |
2001 | the exit. ]]> |
1913 | </description> |
2002 | </description> |
1914 | <use><![CDATA[ |
2003 | <use><![CDATA[ |
1915 | If you want to have an invisible exit, set <invisible> (, of course |
2004 | If you want to have an invisible exit, set <invisible> (, of course |
1916 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
2005 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1917 | detected with the show_invisible spell. |
2006 | detected with the show_invisible spell. |
1918 | <br><br> |
2007 | <br><br> |
1919 | You can be quite creative with the outlook of secret exits (their "face"). |
2008 | You can be quite creative with the outlook of secret exits (their "face"). |
1920 | Don't forget to give the player relyable hints about them though. ]]> |
2009 | Don't forget to give the player relyable hints about them though.]]> |
1921 | </use> |
2010 | </use> |
1922 | <attribute arch="slaying" editor="exit path" type="string"> |
2011 | <attribute arch="slaying" editor="exit path" type="string"> |
1923 | The exit path defines the map that the player is transferred to. |
2012 | The exit path defines the map that the player is transferred to. |
1924 | You can enter an absolute path, beginning with '/' (for example |
2013 | You can enter an absolute path, beginning with '/' (for example |
1925 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
2014 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1967 | little health by eating flesh-objects. <br> |
2056 | little health by eating flesh-objects. <br> |
1968 | For dragon players, flesh plays a very special role though: If the |
2057 | For dragon players, flesh plays a very special role though: If the |
1969 | flesh has resistances set, a dragon player has a chance to gain resistance in |
2058 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1970 | those categories. The only constraint to this process is the <flesh level>. |
2059 | those categories. The only constraint to this process is the <flesh level>. |
1971 | Don't forget that flesh items with resistances have to be balanced |
2060 | Don't forget that flesh items with resistances have to be balanced |
1972 | according to map/monster difficulty. ]]> |
2061 | according to map/monster difficulty.]]> |
1973 | </description> |
2062 | </description> |
1974 | <use><![CDATA[ |
2063 | <use><![CDATA[ |
1975 | For dragon players, flesh items can be highly valuable. Note that many |
2064 | For dragon players, flesh items can be highly valuable. Note that many |
1976 | standard monsters carry flesh items from their <treasurelist>. |
2065 | standard monsters carry flesh items from their <treasurelist>. |
1977 | These flesh items "inherit" resistances and level from the monster they belong to. |
2066 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1979 | not the case - so you have to set it manually. |
2068 | not the case - so you have to set it manually. |
1980 | <br><br> |
2069 | <br><br> |
1981 | Generally adding special flesh-treaties for dragon players is a great thing |
2070 | Generally adding special flesh-treaties for dragon players is a great thing |
1982 | to do. Always consider that dragon players might really not be interested |
2071 | to do. Always consider that dragon players might really not be interested |
1983 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2072 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1984 | out on the reward completely. ]]> |
2073 | out on the reward completely.]]> |
1985 | </use> |
2074 | </use> |
1986 | <attribute arch="food" editor="foodpoints" type="int"> |
2075 | <attribute arch="food" editor="foodpoints" type="int"> |
1987 | The player's stomache will get filled with this amount of foodpoints. |
2076 | The player's stomache will get filled with this amount of foodpoints. |
1988 | The player's health will increase by <foodpoints>/50 hp. |
2077 | The player's health will increase by <foodpoints>/50 hp. |
1989 | </attribute> |
2078 | </attribute> |
… | |
… | |
2013 | <ignore> |
2102 | <ignore> |
2014 | <ignore_list name="non_pickable" /> |
2103 | <ignore_list name="non_pickable" /> |
2015 | </ignore> |
2104 | </ignore> |
2016 | <description><![CDATA[ |
2105 | <description><![CDATA[ |
2017 | Floor is a very basic thing whithout too much |
2106 | Floor is a very basic thing whithout too much |
2018 | functionality. It's a floor - you stand on it. ]]> |
2107 | functionality. It's a floor - you stand on it.]]> |
2019 | </description> |
2108 | </description> |
2020 | <attribute arch="is_floor" value="1" type="fixed" /> |
2109 | <attribute arch="is_floor" value="1" type="fixed" /> |
2021 | <attribute arch="no_pick" value="1" type="fixed" /> |
2110 | <attribute arch="no_pick" value="1" type="fixed" /> |
2022 | <section name="terrain"> |
2111 | <section name="terrain"> |
2023 | &movement_types_terrain; |
2112 | &movement_types_terrain; |
… | |
… | |
2038 | If enabled, it is impossible for players to use prayers |
2127 | If enabled, it is impossible for players to use prayers |
2039 | on that spot. It also prevents players from saving. |
2128 | on that spot. It also prevents players from saving. |
2040 | </attribute> |
2129 | </attribute> |
2041 | <attribute arch="unique" editor="unique map" type="bool"> |
2130 | <attribute arch="unique" editor="unique map" type="bool"> |
2042 | Unique floor means that any items dropped on that spot |
2131 | Unique floor means that any items dropped on that spot |
2043 | will be saved byond map reset. For permanent apartments, |
2132 | will be saved beyond map reset. For permanent apartments, |
2044 | all floor tiles must be set <unique map>. |
2133 | all floor tiles must be set <unique map>. |
2045 | </attribute> |
2134 | </attribute> |
2046 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2135 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2047 | This text may describe the object. |
2136 | This text may describe the object. |
2048 | </attribute> |
2137 | </attribute> |
… | |
… | |
2057 | Encounter-Floor is pretty much the same as normal floor. |
2146 | Encounter-Floor is pretty much the same as normal floor. |
2058 | Most outdoor floor/ground-arches are set to be "encounters". |
2147 | Most outdoor floor/ground-arches are set to be "encounters". |
2059 | That is kind of a relict from former code: When walking over |
2148 | That is kind of a relict from former code: When walking over |
2060 | encounter-floor, players sometimes got beamed to little maps |
2149 | encounter-floor, players sometimes got beamed to little maps |
2061 | with monsters on them. Nowadays this feature is disabled - |
2150 | with monsters on them. Nowadays this feature is disabled - |
2062 | Hence encounter floor is not different from normal floor. ]]> |
2151 | Hence encounter floor is not different from normal floor.]]> |
2063 | </description> |
2152 | </description> |
2064 | <attribute arch="is_floor" value="1" type="fixed" /> |
2153 | <attribute arch="is_floor" value="1" type="fixed" /> |
2065 | <attribute arch="no_pick" value="1" type="fixed" /> |
2154 | <attribute arch="no_pick" value="1" type="fixed" /> |
2066 | <section name="terrain"> |
2155 | <section name="terrain"> |
2067 | &movement_types_terrain; |
2156 | &movement_types_terrain; |
… | |
… | |
2082 | If enabled, it is impossible for players to use prayers |
2171 | If enabled, it is impossible for players to use prayers |
2083 | on that spot. It also prevents players from saving. |
2172 | on that spot. It also prevents players from saving. |
2084 | </attribute> |
2173 | </attribute> |
2085 | <attribute arch="unique" editor="unique map" type="bool"> |
2174 | <attribute arch="unique" editor="unique map" type="bool"> |
2086 | Unique floor means that any items dropped on that spot |
2175 | Unique floor means that any items dropped on that spot |
2087 | will be saved byond map reset. For permanent apartments, |
2176 | will be saved beyond map reset. For permanent apartments, |
2088 | all floor tiles must be set <unique map>. |
2177 | all floor tiles must be set <unique map>. |
2089 | </attribute> |
2178 | </attribute> |
2090 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2179 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2091 | This text may describe the object. |
2180 | This text may describe the object. |
2092 | </attribute> |
2181 | </attribute> |
… | |
… | |
2094 | |
2183 | |
2095 | <!--####################################################################--> |
2184 | <!--####################################################################--> |
2096 | <type number="6" name="Food"> |
2185 | <type number="6" name="Food"> |
2097 | <description><![CDATA[ |
2186 | <description><![CDATA[ |
2098 | By eating/drinking food-objects, the player can fill his |
2187 | By eating/drinking food-objects, the player can fill his |
2099 | stomache and gain a little health. ]]> |
2188 | stomache and gain a little health.]]> |
2100 | </description> |
2189 | </description> |
2101 | <attribute arch="food" editor="foodpoints" type="int"> |
2190 | <attribute arch="food" editor="foodpoints" type="int"> |
2102 | The player's stomache will get filled with this amount of foodpoints. |
2191 | The player's stomache will get filled with this amount of foodpoints. |
2103 | The player's health will increase by <foodpoints>/50 hp. |
2192 | The player's health will increase by <foodpoints>/50 hp. |
2104 | </attribute> |
2193 | </attribute> |
… | |
… | |
2116 | <description><![CDATA[ |
2205 | <description><![CDATA[ |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2206 | Gates play an important role in Deliantra. Gates can be opened |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2207 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2119 | or carrying special key-objects (-> inventory checker). |
2208 | or carrying special key-objects (-> inventory checker). |
2120 | Unlike locked doors, gates can get shut again after a player has |
2209 | Unlike locked doors, gates can get shut again after a player has |
2121 | passed, which makes them more practical in many cases. ]]> |
2210 | passed, which makes them more practical in many cases.]]> |
2122 | </description> |
2211 | </description> |
2123 | <use><![CDATA[ |
2212 | <use><![CDATA[ |
2124 | Use gates to divide your maps into seperated areas. After solving |
2213 | Use gates to divide your maps into seperated areas. After solving |
2125 | area A, the player gains access to area B, and so on. Make your |
2214 | area A, the player gains access to area B, and so on. Make your |
2126 | maps more complex than "one-way". ]]> |
2215 | maps more complex than "one-way".]]> |
2127 | </use> |
2216 | </use> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
2217 | <attribute arch="no_pick" value="1" type="fixed" /> |
2129 | <attribute arch="speed" value="1" type="float"> |
2218 | <attribute arch="speed" value="1" type="float"> |
2130 | The speed of the gate affects how fast it is closing/opening. |
2219 | The speed of the gate affects how fast it is closing/opening. |
2131 | </attribute> |
2220 | </attribute> |
2132 | <attribute arch="connected" editor="connection" type="int"> |
2221 | <attribute arch="connected" editor="connection" type="string"> |
2133 | Whenever the inventory checker is triggered, all objects with identical |
2222 | Whenever the inventory checker is triggered, all objects with identical |
2134 | <connection> value get activated. This only makes sense together with |
2223 | <connection> value get activated. This only makes sense together with |
2135 | <blocking passage> disabled. |
2224 | <blocking passage> disabled. |
2136 | </attribute> |
2225 | </attribute> |
2137 | <attribute arch="wc" editor="position state" type="int"> |
2226 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2155 | <type number="113" name="Girdle"> |
2244 | <type number="113" name="Girdle"> |
2156 | <import_type name="Amulet" /> |
2245 | <import_type name="Amulet" /> |
2157 | <description><![CDATA[ |
2246 | <description><![CDATA[ |
2158 | Wearing a girdle, the object's stats will directly be inherited to |
2247 | Wearing a girdle, the object's stats will directly be inherited to |
2159 | the player. Girdles usually provide stats- or damage bonuses and no |
2248 | the player. Girdles usually provide stats- or damage bonuses and no |
2160 | defense. ]]> |
2249 | defense.]]> |
2161 | </description> |
2250 | </description> |
2162 | <use><![CDATA[ |
2251 | <use><![CDATA[ |
2163 | Feel free to create your own special artifacts. However, it is very |
2252 | Feel free to create your own special artifacts. However, it is very |
2164 | important that you keep your artifact in balance with existing maps. ]]> |
2253 | important that you keep your artifact in balance with existing maps.]]> |
2165 | </use> |
2254 | </use> |
2166 | <attribute arch="magic" editor="magic bonus" type="int"> |
2255 | <attribute arch="magic" editor="magic bonus" type="int"> |
2167 | <magic bonus> works just like ac, except that it can be improved by |
2256 | <magic bonus> works just like ac, except that it can be improved by |
2168 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2257 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2169 | than direct armour-class bonus on the helmet. |
2258 | than direct armour-class bonus on the helmet. |
… | |
… | |
2177 | <!--####################################################################--> |
2266 | <!--####################################################################--> |
2178 | <type number="100" name="Gloves"> |
2267 | <type number="100" name="Gloves"> |
2179 | <import_type name="Amulet" /> |
2268 | <import_type name="Amulet" /> |
2180 | <description><![CDATA[ |
2269 | <description><![CDATA[ |
2181 | Wearing gloves, the object's stats will directly be inherited to |
2270 | Wearing gloves, the object's stats will directly be inherited to |
2182 | the player. Gloves can add defense or damage bonuses. ]]> |
2271 | the player. Gloves can add defense or damage bonuses.]]> |
2183 | </description> |
2272 | </description> |
2184 | <use><![CDATA[ |
2273 | <use><![CDATA[ |
2185 | Feel free to create your own special artifacts. However, it is very |
2274 | Feel free to create your own special artifacts. However, it is very |
2186 | important that you keep your artifact in balance with existing maps. ]]> |
2275 | important that you keep your artifact in balance with existing maps.]]> |
2187 | </use> |
2276 | </use> |
2188 | <attribute arch="magic" editor="magic bonus" type="int"> |
2277 | <attribute arch="magic" editor="magic bonus" type="int"> |
2189 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2278 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2190 | If the gloves have <weapon class> instead, then <magic bonus> |
2279 | If the gloves have <weapon class> instead, then <magic bonus> |
2191 | will increase that. |
2280 | will increase that. |
… | |
… | |
2197 | <ignore> |
2286 | <ignore> |
2198 | <ignore_list name="non_pickable" /> |
2287 | <ignore_list name="non_pickable" /> |
2199 | </ignore> |
2288 | </ignore> |
2200 | <description><![CDATA[ |
2289 | <description><![CDATA[ |
2201 | A handle can be applied by players and (certain) monsters. |
2290 | A handle can be applied by players and (certain) monsters. |
2202 | Every time it is applied, the <connection> value is triggered. ]]> |
2291 | Every time it is applied, the <connection> value is triggered.]]> |
2203 | </description> |
2292 | </description> |
2204 | <use><![CDATA[ |
2293 | <use><![CDATA[ |
2205 | Handles are commonly used to move gates. When placing your lever, |
2294 | Handles are commonly used to move gates. When placing your lever, |
2206 | don't forget that some monsters are able to apply it. |
2295 | don't forget that some monsters are able to apply it. |
2207 | The ability to apply levers is rare among monsters - |
2296 | The ability to apply levers is rare among monsters - |
2208 | but vampires can do it for example. ]]> |
2297 | but vampires can do it for example.]]> |
2209 | </use> |
2298 | </use> |
2210 | <attribute arch="no_pick" value="1" type="fixed" /> |
2299 | <attribute arch="no_pick" value="1" type="fixed" /> |
2211 | <attribute arch="connected" editor="connection" type="int"> |
2300 | <attribute arch="connected" editor="connection" type="string"> |
2212 | Every time the handle is applied, all objects |
2301 | Every time the handle is applied, all objects |
2213 | with the same <connection> value are activated. |
2302 | with the same <connection> value are activated. |
2214 | </attribute> |
2303 | </attribute> |
2215 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2304 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | This text may describe the item. You can use this |
2305 | This text may describe the item. You can use this |
… | |
… | |
2225 | <ignore_list name="non_pickable" /> |
2314 | <ignore_list name="non_pickable" /> |
2226 | </ignore> |
2315 | </ignore> |
2227 | <description><![CDATA[ |
2316 | <description><![CDATA[ |
2228 | Handle triggers are handles which reset after a short period |
2317 | Handle triggers are handles which reset after a short period |
2229 | of time. Every time it is either applied or reset, the |
2318 | of time. Every time it is either applied or reset, the |
2230 | <connection> value is triggered. ]]> |
2319 | <connection> value is triggered.]]> |
2231 | </description> |
2320 | </description> |
2232 | <use><![CDATA[ |
2321 | <use><![CDATA[ |
2233 | When you connect an ordinary handle to a gate, the gate normally remains |
2322 | When you connect an ordinary handle to a gate, the gate normally remains |
2234 | opened after the first player passed. If you want to keep the gate shut, |
2323 | opened after the first player passed. If you want to keep the gate shut, |
2235 | connecting it to a handle trigger is an easy solution. ]]> |
2324 | connecting it to a handle trigger is an easy solution. ]]> |
2236 | </use> |
2325 | </use> |
2237 | </type> |
2326 | </type> |
2238 | |
2327 | |
2239 | <!--####################################################################--> |
2328 | <!--####################################################################--> |
2240 | <type number="88" name="Hazard Floor"> |
2329 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2245 | <ignore_list name="non_pickable" /> |
2334 | <ignore_list name="non_pickable" /> |
2246 | </ignore> |
2335 | </ignore> |
2247 | <description><![CDATA[ |
2336 | <description><![CDATA[ |
2248 | The best example for Hazard Floor is lava. It works like standard |
2337 | The best example for Hazard Floor is lava. It works like standard |
2249 | floor, but damages all creatures standing on it. |
2338 | floor, but damages all creatures standing on it. |
2250 | Damage is taken in regular time intervals. ]]> |
2339 | Damage is taken in regular time intervals.]]> |
2251 | </description> |
2340 | </description> |
2252 | <use><![CDATA[ |
2341 | <use><![CDATA[ |
2253 | The default lava for example does minor damage. But you can turn |
2342 | The default lava for example does minor damage. But you can turn |
2254 | it up so that your hazard floor poses a real threat.<br> |
2343 | it up so that your hazard floor poses a real threat.<br> |
2255 | Like magic walls, such floors add a permanent thrill to your map. |
2344 | Like magic walls, such floors add a permanent thrill to your map. |
2256 | You can use that to safely chase off too-weak players, or just |
2345 | You can use that to safely chase off too-weak players, or just |
2257 | to have something different. ]]> |
2346 | to have something different.]]> |
2258 | </use> |
2347 | </use> |
2259 | <attribute arch="is_floor" value="1" type="fixed" /> |
2348 | <attribute arch="is_floor" value="1" type="fixed" /> |
2260 | <attribute arch="lifesave" value="1" type="fixed" /> |
2349 | <attribute arch="lifesave" value="1" type="fixed" /> |
2261 | &move_on; |
2350 | &move_on; |
2262 | <attribute arch="no_pick" value="1" type="fixed" /> |
2351 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2301 | If enabled, it is impossible for players to use prayers |
2390 | If enabled, it is impossible for players to use prayers |
2302 | on that spot. It also prevents players from saving. |
2391 | on that spot. It also prevents players from saving. |
2303 | </attribute> |
2392 | </attribute> |
2304 | <attribute arch="unique" editor="unique map" type="bool"> |
2393 | <attribute arch="unique" editor="unique map" type="bool"> |
2305 | Unique floor means that any items dropped on that spot |
2394 | Unique floor means that any items dropped on that spot |
2306 | will be saved byond map reset. For permanent apartments, |
2395 | will be saved beyond map reset. For permanent apartments, |
2307 | all floor tiles must be set <unique map>. |
2396 | all floor tiles must be set <unique map>. |
2308 | </attribute> |
2397 | </attribute> |
2309 | </type> |
2398 | </type> |
2310 | |
2399 | |
2311 | <!--####################################################################--> |
2400 | <!--####################################################################--> |
… | |
… | |
2313 | <import_type name="Amulet" /> |
2402 | <import_type name="Amulet" /> |
2314 | <description><![CDATA[ |
2403 | <description><![CDATA[ |
2315 | Wearing a helmet, the object's stats will directly be inherited to |
2404 | Wearing a helmet, the object's stats will directly be inherited to |
2316 | the player. Normal helmets usually increase defense, while crowns |
2405 | the player. Normal helmets usually increase defense, while crowns |
2317 | add more special bonuses like stats/resistances paired with |
2406 | add more special bonuses like stats/resistances paired with |
2318 | low defense. ]]> |
2407 | low defense.]]> |
2319 | </description> |
2408 | </description> |
2320 | <use><![CDATA[ |
2409 | <use><![CDATA[ |
2321 | Feel free to create your own special artifacts. However, it is very |
2410 | Feel free to create your own special artifacts. However, it is very |
2322 | important that you keep your artifact in balance with existing maps. ]]> |
2411 | important that you keep your artifact in balance with existing maps.]]> |
2323 | </use> |
2412 | </use> |
2324 | <attribute arch="magic" editor="magic bonus" type="int"> |
2413 | <attribute arch="magic" editor="magic bonus" type="int"> |
2325 | <magic bonus> works just like ac, except that it can be improved by |
2414 | <magic bonus> works just like ac, except that it can be improved by |
2326 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2415 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2327 | than direct armour-class bonus on the helmet. |
2416 | than direct armour-class bonus on the helmet. |
… | |
… | |
2338 | <ignore_list name="non_pickable" /> |
2427 | <ignore_list name="non_pickable" /> |
2339 | </ignore> |
2428 | </ignore> |
2340 | <description><![CDATA[ |
2429 | <description><![CDATA[ |
2341 | Holy_altars are altars for the various religions. Praying |
2430 | Holy_altars are altars for the various religions. Praying |
2342 | at a Holy_altar will make you a follower of that god, and |
2431 | at a Holy_altar will make you a follower of that god, and |
2343 | if you already follow that god, you may get some extra bonus. ]]> |
2432 | if you already follow that god, you may get some extra bonus.]]> |
2344 | </description> |
2433 | </description> |
2345 | <attribute arch="no_pick" value="1" type="fixed" /> |
2434 | <attribute arch="no_pick" value="1" type="fixed" /> |
2346 | <attribute arch="other_arch" editor="god name" type="string"> |
2435 | <attribute arch="other_arch" editor="god name" type="string"> |
2347 | The altar belongs to the god of the given name. Possible options for |
2436 | The altar belongs to the god of the given name. Possible options for |
2348 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2437 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2371 | Horns are very similar to rods. The difference is that horns regenerate |
2460 | Horns are very similar to rods. The difference is that horns regenerate |
2372 | spellpoints faster and thus are more valuable than rods. |
2461 | spellpoints faster and thus are more valuable than rods. |
2373 | <br><br> |
2462 | <br><br> |
2374 | A horn contains a spell. The player can use this spell by applying and |
2463 | A horn contains a spell. The player can use this spell by applying and |
2375 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2464 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2376 | used endlessly. ]]> |
2465 | used endlessly.]]> |
2377 | </description> |
2466 | </description> |
2378 | <use><![CDATA[ |
2467 | <use><![CDATA[ |
2379 | Horns are powerful due to their fast recharge rate. They should |
2468 | Horns are powerful due to their fast recharge rate. They should |
2380 | never contain high level attacking spells. Even curing/healing spells |
2469 | never contain high level attacking spells. Even curing/healing spells |
2381 | are almost too good on a horn. ]]> |
2470 | are almost too good on a horn.]]> |
2382 | </use> |
2471 | </use> |
2383 | <attribute arch="sp" editor="spell" type="spell"> |
2472 | <attribute arch="sp" editor="spell" type="spell"> |
2384 | Sets the <spell> of the horn. Consider twice before handing out any |
2473 | Sets the <spell> of the horn. Consider twice before handing out any |
2385 | horns to players, since they can be used endlessly without any mana cost! |
2474 | horns to players, since they can be used endlessly without any mana cost! |
2386 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2475 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2412 | <!--####################################################################--> |
2501 | <!--####################################################################--> |
2413 | <type number="73" name="Inorganic"> |
2502 | <type number="73" name="Inorganic"> |
2414 | <description><![CDATA[ |
2503 | <description><![CDATA[ |
2415 | Inorganic materials are generally used as ingredients for |
2504 | Inorganic materials are generally used as ingredients for |
2416 | alchemical receipes. By themselves, they have no special |
2505 | alchemical receipes. By themselves, they have no special |
2417 | functionalities. ]]> |
2506 | functionalities.]]> |
2418 | </description> |
2507 | </description> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2508 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2420 | </attribute> |
2509 | </attribute> |
2421 | &resistances_basic; |
2510 | &resistances_basic; |
2422 | </type> |
2511 | </type> |
… | |
… | |
2435 | <br><br> |
2524 | <br><br> |
2436 | Alternatively, you can set your inv. checker to block all players |
2525 | Alternatively, you can set your inv. checker to block all players |
2437 | that do/don't carry the matching object. |
2526 | that do/don't carry the matching object. |
2438 | <br><br> |
2527 | <br><br> |
2439 | As you can see, inv. checkers are quite powerful, holding a |
2528 | As you can see, inv. checkers are quite powerful, holding a |
2440 | great variety of possibilities. ]]> |
2529 | great variety of possibilities.]]> |
2441 | </description> |
2530 | </description> |
2442 | <use><![CDATA[ |
2531 | <use><![CDATA[ |
2443 | Putting a check_inventory space in front of a gate (one below) and |
2532 | Putting a check_inventory space in front of a gate (one below) and |
2444 | one on the opposite side works reasonably well as a control mechanism. |
2533 | one on the opposite side works reasonably well as a control mechanism. |
2445 | Unlike the key/door-combo, this one works infinite since it is |
2534 | Unlike the key/door-combo, this one works infinite since it is |
2446 | independant from map reset. Use it to put a "structure" into your |
2535 | independant from map reset. Use it to put a "structure" into your |
2447 | maps: Player must solve area A to gain access to area B. This concept |
2536 | maps: Player must solve area A to gain access to area B. This concept |
2448 | can be found in nearly every RPG - simple but effective. ]]> |
2537 | can be found in nearly every RPG - simple but effective.]]> |
2449 | </use> |
2538 | </use> |
2450 | <attribute arch="no_pick" value="1" type="fixed" /> |
2539 | <attribute arch="no_pick" value="1" type="fixed" /> |
2451 | <attribute arch="slaying" editor="match key string" type="string"> |
2540 | <attribute arch="slaying" editor="match key string" type="string"> |
2452 | This string specifies the object we are looking for: We have a match |
2541 | This string specifies the object we are looking for: We have a match |
2453 | if the player does/don't carry a key object or a mark with identical |
2542 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2469 | </attribute> |
2558 | </attribute> |
2470 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2559 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2471 | Enabled means having that object is a match. |
2560 | Enabled means having that object is a match. |
2472 | Disabled means not having that object is a match. |
2561 | Disabled means not having that object is a match. |
2473 | </attribute> |
2562 | </attribute> |
2474 | <attribute arch="connected" editor="connection" type="int"> |
2563 | <attribute arch="connected" editor="connection" type="string"> |
2475 | Whenever the inventory checker is triggered, all objects with identical |
2564 | Whenever the inventory checker is triggered, all objects with identical |
2476 | <connection> value get activated. This only makes sense together with |
2565 | <connection> value get activated. This only makes sense together with |
2477 | <blocking passage> disabled. |
2566 | <blocking passage> disabled. |
2478 | </attribute> |
2567 | </attribute> |
2479 | &movement_types_terrain; |
2568 | &movement_types_terrain; |
… | |
… | |
2529 | <!--####################################################################--> |
2618 | <!--####################################################################--> |
2530 | <type number="60" name="Jewel"> |
2619 | <type number="60" name="Jewel"> |
2531 | <description><![CDATA[ |
2620 | <description><![CDATA[ |
2532 | Items of the type Gold & Jewels are handled like a currency. |
2621 | Items of the type Gold & Jewels are handled like a currency. |
2533 | Unlike for any other type of item, in shops, the buy- and selling |
2622 | Unlike for any other type of item, in shops, the buy- and selling |
2534 | prices differ only marginally. ]]> |
2623 | prices differ only marginally.]]> |
2535 | </description> |
2624 | </description> |
2536 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2625 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2537 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2626 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2538 | This text may describe the object. |
2627 | This text may describe the object. |
2539 | </attribute> |
2628 | </attribute> |
… | |
… | |
2541 | |
2630 | |
2542 | <!--####################################################################--> |
2631 | <!--####################################################################--> |
2543 | <type number="24" name="Key"> |
2632 | <type number="24" name="Key"> |
2544 | <description><![CDATA[ |
2633 | <description><![CDATA[ |
2545 | When carrying a key, a normal door can be opened. The key will |
2634 | When carrying a key, a normal door can be opened. The key will |
2546 | disappear. ]]> |
2635 | disappear.]]> |
2547 | </description> |
2636 | </description> |
2548 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2637 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2549 | A godgiven item vanishes as soon as the player |
2638 | A godgiven item vanishes as soon as the player |
2550 | drops it to the ground. |
2639 | drops it to the ground. |
2551 | </attribute> |
2640 | </attribute> |
… | |
… | |
2556 | <ignore> |
2645 | <ignore> |
2557 | <ignore_list name="non_pickable" /> |
2646 | <ignore_list name="non_pickable" /> |
2558 | </ignore> |
2647 | </ignore> |
2559 | <description><![CDATA[ |
2648 | <description><![CDATA[ |
2560 | A locked door can be opened only when carrying |
2649 | A locked door can be opened only when carrying |
2561 | the appropriate special key. ]]> |
2650 | the appropriate special key.]]> |
2562 | </description> |
2651 | </description> |
2563 | <use><![CDATA[ |
2652 | <use><![CDATA[ |
2564 | If you want to create a locked door that cannot be opened (no key), |
2653 | If you want to create a locked door that cannot be opened (no key), |
2565 | set a <key string> like "no_key_available". This will clearify things |
2654 | set a <key string> like "no_key_available". This will clearify things |
2566 | and only a fool would create a key matching that string. |
2655 | and only a fool would create a key matching that string. |
… | |
… | |
2568 | Door-objects can not only be used for "doors". In many maps these |
2657 | Door-objects can not only be used for "doors". In many maps these |
2569 | are used with all kinds of faces/names, especially often as |
2658 | are used with all kinds of faces/names, especially often as |
2570 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2659 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2571 | There you have magic forces (door objects) put under certain artifact |
2660 | There you have magic forces (door objects) put under certain artifact |
2572 | items. To get your hands on the artifacts, you need to bring up the |
2661 | items. To get your hands on the artifacts, you need to bring up the |
2573 | appropriate quest items (key objects). ]]> |
2662 | appropriate quest items (key objects).]]> |
2574 | </use> |
2663 | </use> |
2575 | <attribute arch="move_type" value="0" type="fixed" /> |
2664 | <attribute arch="move_type" value="0" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2665 | <attribute arch="no_pick" value="1" type="fixed" /> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2666 | <attribute arch="slaying" editor="key string" type="string"> |
2578 | The <key string> in the door must be identical with the |
2667 | The <key string> in the door must be identical with the |
… | |
… | |
2605 | <ignore> |
2694 | <ignore> |
2606 | <ignore_list name="system_object" /> |
2695 | <ignore_list name="system_object" /> |
2607 | </ignore> |
2696 | </ignore> |
2608 | <description><![CDATA[ |
2697 | <description><![CDATA[ |
2609 | Magic_ears trigger a connected value |
2698 | Magic_ears trigger a connected value |
2610 | when the player speaks a specific keyword. ]]> |
2699 | when the player speaks a specific keyword.]]> |
2611 | </description> |
2700 | </description> |
2612 | <use><![CDATA[ |
2701 | <use><![CDATA[ |
2613 | Whenever you put magic_ears on your maps, make sure there are |
2702 | Whenever you put magic_ears on your maps, make sure there are |
2614 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2703 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2615 | something like a gate that is opened by speaking "open" or |
2704 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2617 | <br><br> |
2706 | <br><br> |
2618 | Magic_ears are typically used for interaction with NPCs. You |
2707 | Magic_ears are typically used for interaction with NPCs. You |
2619 | can create the impression that the NPC actually *does* something |
2708 | can create the impression that the NPC actually *does* something |
2620 | according to his conversation with a player. Mostly this means |
2709 | according to his conversation with a player. Mostly this means |
2621 | opening a gate or handing out some item, but you could be quite |
2710 | opening a gate or handing out some item, but you could be quite |
2622 | creative here. ]]> |
2711 | creative here.]]> |
2623 | </use> |
2712 | </use> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2713 | <attribute arch="no_pick" value="1" type="fixed" /> |
2625 | <attribute arch="connected" editor="connection" type="int"> |
2714 | <attribute arch="connected" editor="connection" type="string"> |
2626 | The Magic_ear will trigger all objects with the |
2715 | The Magic_ear will trigger all objects with the |
2627 | same connection value, every time it is activated. |
2716 | same connection value, every time it is activated. |
2628 | </attribute> |
2717 | </attribute> |
2629 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2718 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2630 | This textfield contains the keyword-matching-syntax. The text should |
2719 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2649 | Magic walls can contain any spell. However, some spells do not |
2738 | Magic walls can contain any spell. However, some spells do not |
2650 | operate very successfully in them. The only way to know is to test |
2739 | operate very successfully in them. The only way to know is to test |
2651 | the spell you want to use with a wall. |
2740 | the spell you want to use with a wall. |
2652 | <br><br> |
2741 | <br><br> |
2653 | Several types of magical walls are predefined for you in the |
2742 | Several types of magical walls are predefined for you in the |
2654 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2743 | archetypes, and can be found on the "connected" Pickmap.]]> |
2655 | </description> |
2744 | </description> |
2656 | <use><![CDATA[ |
2745 | <use><![CDATA[ |
2657 | Spellcasting walls pose an interesting alternative to monsters. |
2746 | Spellcasting walls pose an interesting alternative to monsters. |
2658 | Usually they are set to be undestroyable. Thus, while monsters |
2747 | Usually they are set to be undestroyable. Thus, while monsters |
2659 | in a map can be cleared out, the magic walls remain. Low level |
2748 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2670 | walls' spell(s). |
2759 | walls' spell(s). |
2671 | <br><br> |
2760 | <br><br> |
2672 | It is possible to make walls rotate when triggered. But that is so |
2761 | It is possible to make walls rotate when triggered. But that is so |
2673 | confusing (and useless IMHO) that I did not mention it above. You |
2762 | confusing (and useless IMHO) that I did not mention it above. You |
2674 | can find a working example on the map |
2763 | can find a working example on the map |
2675 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2764 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2676 | </use> |
2765 | </use> |
2677 | <attribute arch="dam" editor="spell" type="spell"> |
2766 | <attribute arch="dam" editor="spell" type="spell"> |
2678 | The magic wall will cast this <spell>. |
2767 | The magic wall will cast this <spell>. |
2679 | </attribute> |
2768 | </attribute> |
2680 | <attribute arch="level" editor="spell level" type="int"> |
2769 | <attribute arch="level" editor="spell level" type="int"> |
2681 | The wall will cast it's spells at level <spell level>. "level 1" |
2770 | The wall will cast it's spells at level <spell level>. "level 1" |
2682 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2771 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2683 | spells. Arch default is level 1 - you should always set this value |
2772 | spells. Arch default is level 1 - you should always set this value |
2684 | to meet the overall difficulty of your map. |
2773 | to meet the overall difficulty of your map. |
2685 | </attribute> |
2774 | </attribute> |
2686 | <attribute arch="connected" editor="connection" type="int"> |
2775 | <attribute arch="connected" editor="connection" type="string"> |
2687 | Every time the <connection> value is triggered, the wall will cast |
2776 | Every time the <connection> value is triggered, the wall will cast |
2688 | it's spell. You should set <casting speed> to zero, or this won't |
2777 | it's spell. You should set <casting speed> to zero, or this won't |
2689 | have much visible effect. |
2778 | have much visible effect. |
2690 | </attribute> |
2779 | </attribute> |
2691 | &activate_on; |
2780 | &activate_on; |
… | |
… | |
2735 | player stepping on it. This force does nothing except containing a |
2824 | player stepping on it. This force does nothing except containing a |
2736 | <key string> which can be discovered by detectors or inventory |
2825 | <key string> which can be discovered by detectors or inventory |
2737 | checkers. It is also possible to use markers for removing marks again. |
2826 | checkers. It is also possible to use markers for removing marks again. |
2738 | <br><br> |
2827 | <br><br> |
2739 | Note that the player has no possibility to "see" his own marks, |
2828 | Note that the player has no possibility to "see" his own marks, |
2740 | except by the effect that they cause on the maps. ]]> |
2829 | except by the effect that they cause on the maps.]]> |
2741 | </description> |
2830 | </description> |
2742 | <use><![CDATA[ |
2831 | <use><![CDATA[ |
2743 | Markers hold real cool possibilities for map-making. I encourage |
2832 | Markers hold real cool possibilities for map-making. I encourage |
2744 | you to use them frequently. However there is one negative point |
2833 | you to use them frequently. However there is one negative point |
2745 | about markers: Players don't "see" what's going on with them. It is |
2834 | about markers: Players don't "see" what's going on with them. It is |
2746 | your task, as map-creator, to make sure the player is always well |
2835 | your task, as map-creator, to make sure the player is always well |
2747 | informed and never confused. |
2836 | informed and never confused. |
2748 | <br><br> |
2837 | <br><br> |
2749 | Please avoid infinite markers when they aren't needed. They're |
2838 | Please avoid infinite markers when they aren't needed. They're |
2750 | using a little space in the player file after all, so if there |
2839 | using a little space in the player file after all, so if there |
2751 | is no real purpose, set an expire time. ]]> |
2840 | is no real purpose, set an expire time.]]> |
2752 | </use> |
2841 | </use> |
2753 | <attribute arch="no_pick" value="1" type="fixed" /> |
2842 | <attribute arch="no_pick" value="1" type="fixed" /> |
2754 | <attribute arch="slaying" editor="key string" type="string"> |
2843 | <attribute arch="slaying" editor="key string" type="string"> |
2755 | The <key string> can be detected by inv. checkers/detectors. |
2844 | The <key string> can be detected by inv. checkers/detectors. |
2756 | If the player already has a force with that <key string>, |
2845 | If the player already has a force with that <key string>, |
2757 | there won't be inserted a second one. |
2846 | there won't be inserted a second one. |
2758 | </attribute> |
2847 | </attribute> |
2759 | <attribute arch="connected" editor="connection" type="int"> |
2848 | <attribute arch="connected" editor="connection" type="string"> |
2760 | When the detector is triggered, all objects with the same |
2849 | When the detector is triggered, all objects with the same |
2761 | connection value get activated. |
2850 | connection value get activated. |
2762 | </attribute> |
2851 | </attribute> |
2763 | <attribute arch="speed" editor="marking speed" type="float"> |
2852 | <attribute arch="speed" editor="marking speed" type="float"> |
2764 | The <marking speed> defines how quickly it will mark something |
2853 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2802 | When a player picks an item from a shop and attempts to |
2891 | When a player picks an item from a shop and attempts to |
2803 | walk over the shop mat, the item's selling-price is automatically |
2892 | walk over the shop mat, the item's selling-price is automatically |
2804 | subtracted from the player's money. |
2893 | subtracted from the player's money. |
2805 | <br><br> |
2894 | <br><br> |
2806 | For money, always use the default arches. |
2895 | For money, always use the default arches. |
2807 | Don't modify them. ]]> |
2896 | Don't modify them.]]> |
2808 | </description> |
2897 | </description> |
2809 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2898 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2810 | </type> |
2899 | </type> |
2811 | |
2900 | |
2812 | <!--####################################################################--> |
2901 | <!--####################################################################--> |
… | |
… | |
2827 | Monsters can behave in various kinds of ways. |
2916 | Monsters can behave in various kinds of ways. |
2828 | They can be aggressive, attacking the player. Or peaceful, |
2917 | They can be aggressive, attacking the player. Or peaceful, |
2829 | helping the player - maybe joining him as pet. |
2918 | helping the player - maybe joining him as pet. |
2830 | The unagressive creatures who communicate with players are |
2919 | The unagressive creatures who communicate with players are |
2831 | usually called "NPCs" (Non Player Character), a well-known |
2920 | usually called "NPCs" (Non Player Character), a well-known |
2832 | term in role-play environments. ]]> |
2921 | term in role-play environments.]]> |
2833 | </description> |
2922 | </description> |
2834 | <use><![CDATA[ |
2923 | <use><![CDATA[ |
2835 | Monsters play a central role in most maps. Choosing the right |
2924 | Monsters play a central role in most maps. Choosing the right |
2836 | combination of monsters for your map is vital: |
2925 | combination of monsters for your map is vital: |
2837 | <UL> |
2926 | <UL> |
… | |
… | |
2862 | can use. |
2951 | can use. |
2863 | </UL> |
2952 | </UL> |
2864 | I know it's impossible to make the perfectly balanced map. There's always |
2953 | I know it's impossible to make the perfectly balanced map. There's always |
2865 | some part which is found too easy or too hard for a certain kind of player. |
2954 | some part which is found too easy or too hard for a certain kind of player. |
2866 | Just give it your best shot. And listen to feedback from players if you |
2955 | Just give it your best shot. And listen to feedback from players if you |
2867 | receive some. :-) ]]> |
2956 | receive some. :-)]]> |
2868 | </use> |
2957 | </use> |
2869 | <attribute arch="alive" value="1" type="fixed" /> |
2958 | <attribute arch="alive" value="1" type="fixed" /> |
2870 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2959 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2871 | When the monster is killed, items from the treasurelist will |
2960 | When the monster is killed, items from the treasurelist will |
2872 | drop to the ground. This is a common way to reward players |
2961 | drop to the ground. This is a common way to reward players |
… | |
… | |
3201 | </ignore> |
3290 | </ignore> |
3202 | <description><![CDATA[ |
3291 | <description><![CDATA[ |
3203 | As the name implies, mood floors can change the "mood" of |
3292 | As the name implies, mood floors can change the "mood" of |
3204 | a monsters/NPC. For example, an unagressive monster could be |
3293 | a monsters/NPC. For example, an unagressive monster could be |
3205 | turned mad to start attacking. Similar, an agressive monster |
3294 | turned mad to start attacking. Similar, an agressive monster |
3206 | could be calmed. ]]> |
3295 | could be calmed.]]> |
3207 | </description> |
3296 | </description> |
3208 | <use><![CDATA[ |
3297 | <use><![CDATA[ |
3209 | Mood floors are absolutely cool for NPC interaction. To make an |
3298 | Mood floors are absolutely cool for NPC interaction. To make an |
3210 | unaggressive monster/NPC attack, put a creator with "other_arch |
3299 | unaggressive monster/NPC attack, put a creator with "other_arch |
3211 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3300 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3215 | it directly to a magic_ear. Then the player speaks a keyword like |
3304 | it directly to a magic_ear. Then the player speaks a keyword like |
3216 | "help me" - and the NPC joins him as pet. |
3305 | "help me" - and the NPC joins him as pet. |
3217 | <br><br> |
3306 | <br><br> |
3218 | (Of course you must always give clear hints about keywords! |
3307 | (Of course you must always give clear hints about keywords! |
3219 | And there is no reason why you couldn't use a button/lever/pedestal |
3308 | And there is no reason why you couldn't use a button/lever/pedestal |
3220 | etc. instead of a magic_ear.) ]]> |
3309 | etc. instead of a magic_ear.)]]> |
3221 | </use> |
3310 | </use> |
3222 | <attribute arch="no_pick" value="1" type="fixed" /> |
3311 | <attribute arch="no_pick" value="1" type="fixed" /> |
3223 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3312 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3224 | <mood> is used to determine what will happen to the |
3313 | <mood> is used to determine what will happen to the |
3225 | monster when affected by the mood floor: |
3314 | monster when affected by the mood floor: |
… | |
… | |
3235 | <mood> 'charm': Turns monster into a pet of person |
3324 | <mood> 'charm': Turns monster into a pet of person |
3236 | who triggers the square. This setting is not |
3325 | who triggers the square. This setting is not |
3237 | enabled for continous operation, you need to |
3326 | enabled for continous operation, you need to |
3238 | insert a <connection> value! |
3327 | insert a <connection> value! |
3239 | </attribute> |
3328 | </attribute> |
3240 | <attribute arch="connected" editor="connection" type="int"> |
3329 | <attribute arch="connected" editor="connection" type="string"> |
3241 | This should only be set in combination with <mood number> 4. |
3330 | This should only be set in combination with <mood number> 4. |
3242 | Normally, monsters are affected by the mood floor as soon as they |
3331 | Normally, monsters are affected by the mood floor as soon as they |
3243 | step on it. But charming (monster -> pet) is too powerful, |
3332 | step on it. But charming (monster -> pet) is too powerful, |
3244 | so it needs to be activated. |
3333 | so it needs to be activated. |
3245 | |
3334 | |
… | |
… | |
3269 | can monsters. Motion is involuntary. Additionally, players or |
3358 | can monsters. Motion is involuntary. Additionally, players or |
3270 | monsters can be "frozen" while ontop of movers so that they MUST |
3359 | monsters can be "frozen" while ontop of movers so that they MUST |
3271 | move along a chain of them. |
3360 | move along a chain of them. |
3272 | <br><br> |
3361 | <br><br> |
3273 | Multisquare monsters can be moved as well, given |
3362 | Multisquare monsters can be moved as well, given |
3274 | enough space. Movers are usually invisible. ]]> |
3363 | enough space. Movers are usually invisible.]]> |
3275 | </description> |
3364 | </description> |
3276 | <use><![CDATA[ |
3365 | <use><![CDATA[ |
3277 | NEVER EVER consider a mover being unpassable in the backwards |
3366 | NEVER EVER consider a mover being unpassable in the backwards |
3278 | direction. Setting "forced movement" makes it seemingly impossible |
3367 | direction. Setting "forced movement" makes it seemingly impossible |
3279 | but there is still a trick: One player can push a second player |
3368 | but there is still a trick: One player can push a second player |
… | |
… | |
3286 | cannot be discovered with the show_invisible spell. |
3375 | cannot be discovered with the show_invisible spell. |
3287 | <br><br> |
3376 | <br><br> |
3288 | Note that Movers and Directors are seperate objects, even though |
3377 | Note that Movers and Directors are seperate objects, even though |
3289 | they look and act similar. Directors only do spells/missiles, |
3378 | they look and act similar. Directors only do spells/missiles, |
3290 | while movers only do living creatures (depending on how it |
3379 | while movers only do living creatures (depending on how it |
3291 | is set: monsters and players). ]]> |
3380 | is set: monsters and players).]]> |
3292 | </use> |
3381 | </use> |
3293 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3382 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3294 | If forced movement is enabled, the mover "freezes" anyone it |
3383 | If forced movement is enabled, the mover "freezes" anyone it |
3295 | moves (so they are forced to move along a chain). |
3384 | moves (so they are forced to move along a chain). |
3296 | For players there is no way to escape this forced movement, |
3385 | For players there is no way to escape this forced movement, |
… | |
… | |
3348 | <ignore_list name="non_pickable" /> |
3437 | <ignore_list name="non_pickable" /> |
3349 | </ignore> |
3438 | </ignore> |
3350 | <description><![CDATA[ |
3439 | <description><![CDATA[ |
3351 | Pedestals are designed to detect certain types of living objects. |
3440 | Pedestals are designed to detect certain types of living objects. |
3352 | When a predefined type of living creature steps on the pedestal, the |
3441 | When a predefined type of living creature steps on the pedestal, the |
3353 | connected value is triggered. ]]> |
3442 | connected value is triggered.]]> |
3354 | </description> |
3443 | </description> |
3355 | <use><![CDATA[ |
3444 | <use><![CDATA[ |
3356 | If you want to create a place where only players of a certain race |
3445 | If you want to create a place where only players of a certain race |
3357 | can enter, put a teleporter over your pedestal. So the teleporter is |
3446 | can enter, put a teleporter over your pedestal. So the teleporter is |
3358 | only activated for players of the matching race. Do not use gates, |
3447 | only activated for players of the matching race. Do not use gates, |
3359 | because many other players could sneak in. If you put powerful |
3448 | because many other players could sneak in. If you put powerful |
3360 | artifacts into such places, generally set "startequip 1", so that |
3449 | artifacts into such places, generally set "startequip 1", so that |
3361 | they are preserved for that one race and can't be traded to others. ]]> |
3450 | they are preserved for that one race and can't be traded to others.]]> |
3362 | </use> |
3451 | </use> |
3363 | <attribute arch="no_pick" value="1" type="fixed" /> |
3452 | <attribute arch="no_pick" value="1" type="fixed" /> |
3364 | <attribute arch="slaying" editor="match race" type="string"> |
3453 | <attribute arch="slaying" editor="match race" type="string"> |
3365 | the <match race> defines the object we're looking for. If <match race> |
3454 | the <match race> defines the object we're looking for. If <match race> |
3366 | matches the monster's or the player's race, we have a match. |
3455 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3369 | |
3458 | |
3370 | If it is set to "player", any player stepping on the pedestal |
3459 | If it is set to "player", any player stepping on the pedestal |
3371 | is a match. Very useful if you want to open a gate for players |
3460 | is a match. Very useful if you want to open a gate for players |
3372 | but not for monsters. |
3461 | but not for monsters. |
3373 | </attribute> |
3462 | </attribute> |
3374 | <attribute arch="connected" editor="connection" type="int"> |
3463 | <attribute arch="connected" editor="connection" type="string"> |
3375 | When the pedestal is triggered, all objects with the same |
3464 | When the pedestal is triggered, all objects with the same |
3376 | connection value get activated. |
3465 | connection value get activated. |
3377 | </attribute> |
3466 | </attribute> |
3378 | &move_on; |
3467 | &move_on; |
3379 | </type> |
3468 | </type> |
… | |
… | |
3384 | <ignore_list name="non_pickable" /> |
3473 | <ignore_list name="non_pickable" /> |
3385 | </ignore> |
3474 | </ignore> |
3386 | <description><![CDATA[ |
3475 | <description><![CDATA[ |
3387 | Pits are holes, transporting the player when he walks (and falls) into them. |
3476 | Pits are holes, transporting the player when he walks (and falls) into them. |
3388 | A speciality about pits is that they don't transport the player to |
3477 | A speciality about pits is that they don't transport the player to |
3389 | the exact destination, but within a two-square radius of the destination |
3478 | the exact destination, but within a configurable radius of the destination |
3390 | (never on blocked squares).<br> |
3479 | (never on blocked squares).<br> |
3391 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3480 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3392 | Monsters and items are affected by pits just as well as players. |
3481 | Monsters and items are affected by pits just as well as players. |
3393 | Even multipart monsters can fall through them, given enough space. ]]> |
3482 | Even multipart monsters can fall through them, given enough space.]]> |
3394 | </description> |
3483 | </description> |
3395 | <use><![CDATA[ |
3484 | <use><![CDATA[ |
3396 | Pits can add interesting effects to your map. When using them, make |
3485 | Pits can add interesting effects to your map. When using them, make |
3397 | sure to use them in a "logical way": Pits should always drop the |
3486 | sure to use them in a "logical way": Pits should always drop the |
3398 | player to some kind of lower level. They should not be used to |
3487 | player to some kind of lower level. They should not be used to |
3399 | randomly interconnect maps like teleporters do. ]]> |
3488 | randomly interconnect maps like teleporters do.]]> |
3400 | </use> |
3489 | </use> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
3490 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3491 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3492 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3493 | </attribute> |
3402 | <attribute arch="connected" editor="connection" type="int"> |
3494 | <attribute arch="connected" editor="connection" type="string"> |
3403 | When a <connection> value is set, the pit can be opened/closed |
3495 | When a <connection> value is set, the pit can be opened/closed |
3404 | by activating the connection. |
3496 | by activating the connection. |
3405 | </attribute> |
3497 | </attribute> |
3406 | &activate_on; |
3498 | &activate_on; |
3407 | <attribute arch="hp" editor="destination X" type="int"> |
3499 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3421 | Zero means completely open/down, the "number of animation-steps" (usually |
3513 | Zero means completely open/down, the "number of animation-steps" (usually |
3422 | about 6 or 7) means completely closed/up state. I suggest you don't |
3514 | about 6 or 7) means completely closed/up state. I suggest you don't |
3423 | mess with this value - Leave the default in place. |
3515 | mess with this value - Leave the default in place. |
3424 | </attribute> |
3516 | </attribute> |
3425 | &move_on; |
3517 | &move_on; |
3426 | <attribute arch="speed" editor="activation speed" type="float"> |
|
|
3427 | If the <activation speed> is nonzero, the pit will |
|
|
3428 | automatically be activated in regular time-intervals. Hence, the |
|
|
3429 | player can just step on it and gets teleported sooner or later. |
|
|
3430 | The duration between two activates depends on the given value. |
|
|
3431 | Default in the pit arch is <activation speed> 0, i.e. disabled. |
|
|
3432 | |
|
|
3433 | VERY IMPORTANT: If you want to have your pit activated via |
|
|
3434 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
3435 | </attribute> |
|
|
3436 | &speed_left; |
|
|
3437 | </type> |
3518 | </type> |
3438 | |
3519 | |
3439 | <!--####################################################################--> |
3520 | <!--####################################################################--> |
3440 | <type number="7" name="Poison Food"> |
3521 | <type number="7" name="Poison Food"> |
3441 | <description><![CDATA[ |
3522 | <description><![CDATA[ |
3442 | When eating, the player's stomache is drained by 1/4 of food. |
3523 | When eating, the player's stomache is drained by 1/4 of food. |
3443 | If his food drops to zero, the player might even die. ]]> |
3524 | If his food drops to zero, the player might even die.]]> |
3444 | </description> |
3525 | </description> |
3445 | </type> |
3526 | </type> |
3446 | |
3527 | |
3447 | <!--####################################################################--> |
3528 | <!--####################################################################--> |
3448 | <type number="5" name="Potion"> |
3529 | <type number="5" name="Potion"> |
3449 | <description><![CDATA[ |
3530 | <description><![CDATA[ |
3450 | The player can drink these and gain various kinds of benefits |
3531 | The player can drink these and gain various kinds of benefits |
3451 | (/penalties) by doing so. ]]> |
3532 | (/penalties) by doing so.]]> |
3452 | </description> |
3533 | </description> |
3453 | <use><![CDATA[ |
3534 | <use><![CDATA[ |
3454 | One potion should never give multiple benefits at once. ]]> |
3535 | One potion should never give multiple benefits at once.]]> |
3455 | </use> |
3536 | </use> |
3456 | <attribute arch="level" editor="potion level" type="int"> |
3537 | <attribute arch="level" editor="potion level" type="int"> |
3457 | If the potion contains a spell, the spell is cast at this level. |
3538 | If the potion contains a spell, the spell is cast at this level. |
3458 | For other potions it should be set at least to 1. |
3539 | For other potions it should be set at least to 1. |
3459 | </attribute> |
3540 | </attribute> |
… | |
… | |
3486 | <type number="156" name="Power Crystal"> |
3567 | <type number="156" name="Power Crystal"> |
3487 | <description><![CDATA[ |
3568 | <description><![CDATA[ |
3488 | Power crystals can store a player's mana: |
3569 | Power crystals can store a player's mana: |
3489 | When the player applies the crystal with full mana, half of |
3570 | When the player applies the crystal with full mana, half of |
3490 | it flows into the crystal. When the player applies it with |
3571 | it flows into the crystal. When the player applies it with |
3491 | lacking mana, the crystal replenishes the player's mana. ]]> |
3572 | lacking mana, the crystal replenishes the player's mana.]]> |
3492 | </description> |
3573 | </description> |
3493 | <attribute arch="sp" editor="initial mana" type="int"> |
3574 | <attribute arch="sp" editor="initial mana" type="int"> |
3494 | <initial mana> is the amount of spellpoints that the |
3575 | <initial mana> is the amount of spellpoints that the |
3495 | crystal holds when the map is loaded. |
3576 | crystal holds when the map is loaded. |
3496 | </attribute> |
3577 | </attribute> |
… | |
… | |
3508 | Projectiles like arrows/crossbow bolts are used as ammunition |
3589 | Projectiles like arrows/crossbow bolts are used as ammunition |
3509 | for shooting weapons. |
3590 | for shooting weapons. |
3510 | <br><br> |
3591 | <br><br> |
3511 | It's very easy to add new pairs of weapons & projectiles. |
3592 | It's very easy to add new pairs of weapons & projectiles. |
3512 | Just set matching <ammunition class> both for shooting |
3593 | Just set matching <ammunition class> both for shooting |
3513 | weapon and projectile. ]]> |
3594 | weapon and projectile.]]> |
3514 | </description> |
3595 | </description> |
3515 | <use><![CDATA[ |
3596 | <use><![CDATA[ |
3516 | If you want to create new kinds of projectiles, you could |
3597 | If you want to create new kinds of projectiles, you could |
3517 | add an alchemical receipe to create these. |
3598 | add an alchemical receipe to create these. |
3518 | |
3599 | |
3519 | Don't create new pairs of weapons & projectiles unless |
3600 | Don't create new pairs of weapons & projectiles unless |
3520 | they really fullfill a useful purpose. In fact, even bows |
3601 | they really fullfill a useful purpose. In fact, even bows |
3521 | and crossbows are rarely ever used. ]]> |
3602 | and crossbows are rarely ever used.]]> |
3522 | </use> |
3603 | </use> |
3523 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3604 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3524 | This number is a bitmask, specifying the projectile's attacktypes. |
3605 | This number is a bitmask, specifying the projectile's attacktypes. |
3525 | Attacktypes are: physical, magical, fire, cold.. etc. |
3606 | Attacktypes are: physical, magical, fire, cold.. etc. |
3526 | This works identical to melee weapons. Note that shooting |
3607 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3588 | <type number="70" name="Ring"> |
3669 | <type number="70" name="Ring"> |
3589 | <import_type name="Amulet" /> |
3670 | <import_type name="Amulet" /> |
3590 | <description><![CDATA[ |
3671 | <description><![CDATA[ |
3591 | Rings are worn on the hands - one ring each. |
3672 | Rings are worn on the hands - one ring each. |
3592 | Wearing rings, the object's stats will directly be inherited to |
3673 | Wearing rings, the object's stats will directly be inherited to |
3593 | the player. Usually enhancing his spellcasting potential. ]]> |
3674 | the player. Usually enhancing his spellcasting potential.]]> |
3594 | </description> |
3675 | </description> |
3595 | <use><![CDATA[ |
3676 | <use><![CDATA[ |
3596 | When you create an artifact ring, never forget that players can |
3677 | When you create an artifact ring, never forget that players can |
3597 | wear <B>two</B> rings! Due to that it is extremely important to |
3678 | wear <B>two</B> rings! Due to that it is extremely important to |
3598 | keep rings in balance with the game. |
3679 | keep rings in balance with the game. |
3599 | <br><br> |
3680 | <br><br> |
3600 | Also keep in mind that rings are generally the wizard's tools. |
3681 | Also keep in mind that rings are generally the wizard's tools. |
3601 | They should primarily grant bonuses to spellcasting abilities |
3682 | They should primarily grant bonuses to spellcasting abilities |
3602 | and non-physical resistances. ]]> |
3683 | and non-physical resistances.]]> |
3603 | </use> |
3684 | </use> |
3604 | </type> |
3685 | </type> |
3605 | |
3686 | |
3606 | <!--####################################################################--> |
3687 | <!--####################################################################--> |
3607 | <type number="3" name="Rod"> |
3688 | <type number="3" name="Rod"> |
… | |
… | |
3610 | </ignore> |
3691 | </ignore> |
3611 | <description><![CDATA[ |
3692 | <description><![CDATA[ |
3612 | A rod contains a spell. The player can use this spell by applying and |
3693 | A rod contains a spell. The player can use this spell by applying and |
3613 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3694 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3614 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3695 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3615 | used endlessly. ]]> |
3696 | used endlessly.]]> |
3616 | </description> |
3697 | </description> |
3617 | <use><![CDATA[ |
3698 | <use><![CDATA[ |
3618 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3699 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3619 | to be used for that purpose. Though, potions are expensive and only good for |
3700 | to be used for that purpose. Though, potions are expensive and only good for |
3620 | one-time-use.<br> ]]> |
3701 | one-time-use.<br>]]> |
3621 | </use> |
3702 | </use> |
3622 | <attribute arch="sp" editor="spell" type="spell"> |
3703 | <attribute arch="sp" editor="spell" type="spell"> |
3623 | Sets the <spell> of the rod. Consider twice before handing out special |
3704 | Sets the <spell> of the rod. Consider twice before handing out special |
3624 | rods to players, since they can be used endlessly without any mana cost! |
3705 | rods to players, since they can be used endlessly without any mana cost! |
3625 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3706 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3665 | Runes hit any monster or person who steps on them for 'dam' damage in |
3746 | Runes hit any monster or person who steps on them for 'dam' damage in |
3666 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3747 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3667 | and will cast this spell when it detonates. Yet another kind is the |
3748 | and will cast this spell when it detonates. Yet another kind is the |
3668 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3749 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3669 | <br><br> |
3750 | <br><br> |
3670 | Many runes are already defined in the archetypes. ]]> |
3751 | Many runes are already defined in the archetypes.]]> |
3671 | </description> |
3752 | </description> |
3672 | <use><![CDATA[ |
3753 | <use><![CDATA[ |
3673 | Avoid monsters stepping on your runes. For example, summoning runes |
3754 | Avoid monsters stepping on your runes. For example, summoning runes |
3674 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3755 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3675 | </use> |
3756 | </use> |
3676 | <attribute arch="no_pick" value="1" type="fixed" /> |
3757 | <attribute arch="no_pick" value="1" type="fixed" /> |
3677 | &move_on; |
3758 | &move_on; |
3678 | <attribute arch="level" editor="rune level" type="int"> |
3759 | <attribute arch="level" editor="rune level" type="int"> |
3679 | This value sets the level the rune will cast the spell it contains at, |
3760 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3747 | <ignore_list name="non_pickable" /> |
3828 | <ignore_list name="non_pickable" /> |
3748 | </ignore> |
3829 | </ignore> |
3749 | <description><![CDATA[ |
3830 | <description><![CDATA[ |
3750 | When the player applies a savebed, he is not only saved. Both his |
3831 | When the player applies a savebed, he is not only saved. Both his |
3751 | respawn-after-death and his word-of-recall positions are pointing |
3832 | respawn-after-death and his word-of-recall positions are pointing |
3752 | to the last-applied savebed. ]]> |
3833 | to the last-applied savebed.]]> |
3753 | </description> |
3834 | </description> |
3754 | <use><![CDATA[ |
3835 | <use><![CDATA[ |
3755 | Put savebed locations in towns, do not put them into dungeons. |
3836 | Put savebed locations in towns, do not put them into dungeons. |
3756 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3837 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3757 | That means: |
3838 | That means: |
… | |
… | |
3761 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3842 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3762 | players get trapped in a savebed location. |
3843 | players get trapped in a savebed location. |
3763 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3844 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3764 | arch called "dungeon_magic" everywhere). This is not required, |
3845 | arch called "dungeon_magic" everywhere). This is not required, |
3765 | but it makes the place much more safe. |
3846 | but it makes the place much more safe. |
3766 | </UL> ]]> |
3847 | </UL>]]> |
3767 | </use> |
3848 | </use> |
3768 | <attribute arch="no_pick" value="1" type="fixed" /> |
3849 | <attribute arch="no_pick" value="1" type="fixed" /> |
3769 | <attribute arch="no_magic" value="1" type="fixed" /> |
3850 | <attribute arch="no_magic" value="1" type="fixed" /> |
3770 | <attribute arch="damned" value="1" type="fixed" /> |
3851 | <attribute arch="damned" value="1" type="fixed" /> |
3771 | </type> |
3852 | </type> |
… | |
… | |
3778 | <description><![CDATA[ |
3859 | <description><![CDATA[ |
3779 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3860 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3780 | scrolls require a certain literacy skill to read successfully. |
3861 | scrolls require a certain literacy skill to read successfully. |
3781 | Accordingly, for a successful reading, a small amount of |
3862 | Accordingly, for a successful reading, a small amount of |
3782 | experience is gained. Scrolls allow only one time usage, but |
3863 | experience is gained. Scrolls allow only one time usage, but |
3783 | usually they are sold in bulks. ]]> |
3864 | usually they are sold in bulks.]]> |
3784 | </description> |
3865 | </description> |
3785 | <use><![CDATA[ |
3866 | <use><![CDATA[ |
3786 | For low level quests, scrolls of healing/curing-spells |
3867 | For low level quests, scrolls of healing/curing-spells |
3787 | can be a nice reward. At higher levels, scrolls become less |
3868 | can be a nice reward. At higher levels, scrolls become less |
3788 | and less useful. ]]> |
3869 | and less useful.]]> |
3789 | </use> |
3870 | </use> |
3790 | <attribute arch="level" editor="casting level" type="int"> |
3871 | <attribute arch="level" editor="casting level" type="int"> |
3791 | The spell of the scroll will be casted at this level. |
3872 | The spell of the scroll will be casted at this level. |
3792 | This value should always be set, at least to 1. |
3873 | This value should always be set, at least to 1. |
3793 | </attribute> |
3874 | </attribute> |
… | |
… | |
3805 | <type number="33" name="Shield"> |
3886 | <type number="33" name="Shield"> |
3806 | <import_type name="Amulet" /> |
3887 | <import_type name="Amulet" /> |
3807 | <description><![CDATA[ |
3888 | <description><![CDATA[ |
3808 | Wearing a shield, the object's stats will directly be inherited to |
3889 | Wearing a shield, the object's stats will directly be inherited to |
3809 | the player. Shields usually provide good defense, only surpassed |
3890 | the player. Shields usually provide good defense, only surpassed |
3810 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3891 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3811 | </description> |
3892 | </description> |
3812 | <use><![CDATA[ |
3893 | <use><![CDATA[ |
3813 | Feel free to create your own special artifacts. However, it is very |
3894 | Feel free to create your own special artifacts. However, it is very |
3814 | important that you keep your artifact in balance with existing maps. ]]> |
3895 | important that you keep your artifact in balance with existing maps.]]> |
3815 | </use> |
3896 | </use> |
3816 | <attribute arch="magic" editor="magic bonus" type="int"> |
3897 | <attribute arch="magic" editor="magic bonus" type="int"> |
3817 | <magic bonus> works just like ac, except that it can be improved by |
3898 | <magic bonus> works just like ac, except that it can be improved by |
3818 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3899 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3819 | than direct armour-class bonus on the shield. |
3900 | than direct armour-class bonus on the shield. |
… | |
… | |
3828 | wielded both at the same time. Like with any other equipment, |
3909 | wielded both at the same time. Like with any other equipment, |
3829 | stats/bonuses from shooting weapons are directly inherited to the player. |
3910 | stats/bonuses from shooting weapons are directly inherited to the player. |
3830 | <br><br> |
3911 | <br><br> |
3831 | It's very easy to add new pairs of weapons & projectiles. |
3912 | It's very easy to add new pairs of weapons & projectiles. |
3832 | Just set matching <ammunition class> both for shooting |
3913 | Just set matching <ammunition class> both for shooting |
3833 | weapon and projectile. ]]> |
3914 | weapon and projectile.]]> |
3834 | </description> |
3915 | </description> |
3835 | <use><![CDATA[ |
3916 | <use><![CDATA[ |
3836 | Shooting weapons should not add bonuses in general. There's already |
3917 | Shooting weapons should not add bonuses in general. There's already |
3837 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3918 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3838 | Shooting weapons should especially not add bonuses to the player |
3919 | Shooting weapons should especially not add bonuses to the player |
3839 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3920 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3840 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3921 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3841 | - still crap. ]]> |
3922 | - still crap.]]> |
3842 | </use> |
3923 | </use> |
3843 | <attribute arch="race" editor="ammunition class" type="string"> |
3924 | <attribute arch="race" editor="ammunition class" type="string"> |
3844 | Only projectiles with matching <ammunition class> can be fired |
3925 | Only projectiles with matching <ammunition class> can be fired |
3845 | with this weapon. For normal bows set "arrows", for normal |
3926 | with this weapon. For normal bows set "arrows", for normal |
3846 | crossbows set "crossbow bolts". |
3927 | crossbows set "crossbow bolts". |
… | |
… | |
3967 | These items are all flagged as unpaid. |
4048 | These items are all flagged as unpaid. |
3968 | When a player drops an item onto shop floor, the item becomes |
4049 | When a player drops an item onto shop floor, the item becomes |
3969 | unpaid and the player receives payment according to the item's |
4050 | unpaid and the player receives payment according to the item's |
3970 | selling-value. |
4051 | selling-value. |
3971 | Shopfloor always prevents magic (To hinder players from burning |
4052 | Shopfloor always prevents magic (To hinder players from burning |
3972 | or freezing the goods). ]]> |
4053 | or freezing the goods).]]> |
3973 | </description> |
4054 | </description> |
3974 | <use><![CDATA[ |
4055 | <use><![CDATA[ |
3975 | Tile your whole shop-interior space which shop floor. |
4056 | Tile your whole shop-interior space which shop floor. |
3976 | (That assures players receive payment for dropping items). |
4057 | (That assures players receive payment for dropping items). |
3977 | Place shop mats to enter/leave the shop, and make sure |
4058 | Place shop mats to enter/leave the shop, and make sure |
3978 | there is no other exit than the shop mat. ]]> |
4059 | there is no other exit than the shop mat.]]> |
3979 | </use> |
4060 | </use> |
3980 | <attribute arch="is_floor" value="1" type="fixed" /> |
4061 | <attribute arch="is_floor" value="1" type="fixed" /> |
3981 | <attribute arch="no_pick" value="1" type="fixed" /> |
4062 | <attribute arch="no_pick" value="1" type="fixed" /> |
3982 | <attribute arch="no_magic" value="1" type="fixed" /> |
4063 | <attribute arch="no_magic" value="1" type="fixed" /> |
3983 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4064 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4017 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4098 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4018 | or -destinations. When stepping onto a shopmat the player gets beamed |
4099 | or -destinations. When stepping onto a shopmat the player gets beamed |
4019 | to the nearest other mat. If the player has unpaid items in his |
4100 | to the nearest other mat. If the player has unpaid items in his |
4020 | inventory, the price gets charged from his coins automatically. |
4101 | inventory, the price gets charged from his coins automatically. |
4021 | If the player has insufficient coins to buy his unpaid items, he |
4102 | If the player has insufficient coins to buy his unpaid items, he |
4022 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4103 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4023 | </description> |
4104 | </description> |
4024 | <use><![CDATA[ |
4105 | <use><![CDATA[ |
4025 | As stated above, always place TWO shop mats into your shop. |
4106 | As stated above, always place TWO shop mats into your shop. |
4026 | Not more and not less than that. ]]> |
4107 | Not more and not less than that.]]> |
4027 | </use> |
4108 | </use> |
4028 | <attribute arch="no_pick" value="1" type="fixed" /> |
4109 | <attribute arch="no_pick" value="1" type="fixed" /> |
4029 | &move_on; |
4110 | &move_on; |
4030 | </type> |
4111 | </type> |
4031 | |
4112 | |
… | |
… | |
4036 | </ignore> |
4117 | </ignore> |
4037 | <description><![CDATA[ |
4118 | <description><![CDATA[ |
4038 | The purpose of a sign or magic_mouth is to display a certain message to |
4119 | The purpose of a sign or magic_mouth is to display a certain message to |
4039 | the player. There are three ways to have the player get this message: |
4120 | the player. There are three ways to have the player get this message: |
4040 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4121 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4041 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4122 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4042 | </description> |
4123 | </description> |
4043 | <use><![CDATA[ |
4124 | <use><![CDATA[ |
4044 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4125 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4045 | some true roleplay feeling to your maps, support your storyline or give |
4126 | some true roleplay feeling to your maps, support your storyline or give |
4046 | hints about hidden secrets/dangers. Place signs to provide the player |
4127 | hints about hidden secrets/dangers. Place signs to provide the player |
4047 | with all kinds of useful information for getting along in your maps. ]]> |
4128 | with all kinds of useful information for getting along in your maps.]]> |
4048 | </use> |
4129 | </use> |
4049 | <attribute arch="connected" editor="connection" type="int"> |
4130 | <attribute arch="connected" editor="connection" type="string"> |
4050 | When a connection value is set, the message will be printed whenever |
4131 | When a connection value is set, the message will be printed whenever |
4051 | the connection is triggered. This should be used in combination with |
4132 | the connection is triggered. This should be used in combination with |
4052 | <invisible> enabled and <activate by walking/flying> disabled. |
4133 | <invisible> enabled and <activate by walking/flying> disabled. |
4053 | If activating your magic_mouth this way, the message will not only be |
4134 | If activating your magic_mouth this way, the message will not only be |
4054 | printed to one player, but all players on the current map. |
4135 | printed to one player, but all players on the current map. |
… | |
… | |
4093 | <ignore_list name="system_object" /> |
4174 | <ignore_list name="system_object" /> |
4094 | </ignore> |
4175 | </ignore> |
4095 | <description><![CDATA[ |
4176 | <description><![CDATA[ |
4096 | Skills are objects which exist in the player/monster inventory. |
4177 | Skills are objects which exist in the player/monster inventory. |
4097 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4178 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4098 | are enabled for monster use however. ]]> |
4179 | are enabled for monster use however.]]> |
4099 | </description> |
4180 | </description> |
4100 | <use><![CDATA[ |
4181 | <use><![CDATA[ |
4101 | For mapmaking, Skill objects serve two purposes: |
4182 | For mapmaking, Skill objects serve two purposes: |
4102 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4183 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4103 | can be seen as the global skill definitions. A skill which doesn't |
4184 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4108 | </p><p> |
4189 | </p><p> |
4109 | Secondly, in order to enable monsters to use skills, you will need to |
4190 | Secondly, in order to enable monsters to use skills, you will need to |
4110 | copy default skill archtypes into the monsters' inventories. |
4191 | copy default skill archtypes into the monsters' inventories. |
4111 | You can even customize the skills by changing stats. It is not |
4192 | You can even customize the skills by changing stats. It is not |
4112 | recommended however, to use skills in your maps which are totally |
4193 | recommended however, to use skills in your maps which are totally |
4113 | unrelated to any predefined skill archtype.</p> ]]> |
4194 | unrelated to any predefined skill archtype.</p>]]> |
4114 | </use> |
4195 | </use> |
4115 | <attribute arch="invisible" value="1" type="fixed" /> |
4196 | <attribute arch="invisible" value="1" type="fixed" /> |
4116 | <attribute arch="no_drop" value="1" type="fixed" /> |
4197 | <attribute arch="no_drop" value="1" type="fixed" /> |
4117 | <attribute arch="skill" editor="skill name" type="string"> |
4198 | <attribute arch="skill" editor="skill name" type="string"> |
4118 | The <skill name> is used for matchings. When a usable |
4199 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4147 | |
4228 | |
4148 | <!--####################################################################--> |
4229 | <!--####################################################################--> |
4149 | <type number="130" name="Skill Scroll"> |
4230 | <type number="130" name="Skill Scroll"> |
4150 | <description><![CDATA[ |
4231 | <description><![CDATA[ |
4151 | By reading a skill scroll, a player has a chance to learn the |
4232 | By reading a skill scroll, a player has a chance to learn the |
4152 | contained skill. ]]> |
4233 | contained skill.]]> |
4153 | </description> |
4234 | </description> |
4154 | <use><![CDATA[ |
4235 | <use><![CDATA[ |
4155 | Skill scrolls are very much sought for by players. Currently, |
4236 | Skill scrolls are very much sought for by players. Currently, |
4156 | all skill scrolls are sold in shops randomly, which is in fact not |
4237 | all skill scrolls are sold in shops randomly, which is in fact not |
4157 | a good system. It would be nice to have some cool quests with |
4238 | a good system. It would be nice to have some cool quests with |
4158 | skill scrolls rewarded at the end. ]]> |
4239 | skill scrolls rewarded at the end.]]> |
4159 | </use> |
4240 | </use> |
4160 | <attribute arch="race" value="scrolls" type="fixed" /> |
4241 | <attribute arch="race" value="scrolls" type="fixed" /> |
4161 | <attribute arch="skill" editor="skill name" type="string"> |
4242 | <attribute arch="skill" editor="skill name" type="string"> |
4162 | The <skill name> matches the skill object that can |
4243 | The <skill name> matches the skill object that can |
4163 | be learned from this scroll. |
4244 | be learned from this scroll. |
… | |
… | |
4173 | When carrying the appropriate special key, a locked door can |
4254 | When carrying the appropriate special key, a locked door can |
4174 | be opened. The key will dissapear. |
4255 | be opened. The key will dissapear. |
4175 | <br><br> |
4256 | <br><br> |
4176 | This object-type can also be used for "passport"-like items: |
4257 | This object-type can also be used for "passport"-like items: |
4177 | When walking onto an invetory checker, a gate for example might |
4258 | When walking onto an invetory checker, a gate for example might |
4178 | get opened. The "passport" will stay in the player's inventory. ]]> |
4259 | get opened. The "passport" will stay in the player's inventory.]]> |
4179 | </description> |
4260 | </description> |
4180 | <use><![CDATA[ |
4261 | <use><![CDATA[ |
4181 | How to make a "passport": You take the special key arch |
4262 | How to make a "passport": You take the special key arch |
4182 | (archetype name is "key2"), set the face to something like |
4263 | (archetype name is "key2"), set the face to something like |
4183 | card.111 and the name to "passport" - that's all. The <key string> |
4264 | card.111 and the name to "passport" - that's all. The <key string> |
4184 | certainly must match with the appropiate inventory checker. |
4265 | certainly must match with the appropiate inventory checker. |
4185 | <br><br> |
4266 | <br><br> |
4186 | Of course you can be creative with names and faces of |
4267 | Of course you can be creative with names and faces of |
4187 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4268 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4188 | (with appropriate faces) appear more interesting than just |
4269 | (with appropriate faces) appear more interesting than just |
4189 | a "strange key", or "passport". ]]> |
4270 | a "strange key", or "passport".]]> |
4190 | </use> |
4271 | </use> |
4191 | <attribute arch="slaying" editor="key string" type="string"> |
4272 | <attribute arch="slaying" editor="key string" type="string"> |
4192 | This string must be identical with the <key string> in the |
4273 | This string must be identical with the <key string> in the |
4193 | locked door, then it can be unlocked. It can also be used |
4274 | locked door, then it can be unlocked. It can also be used |
4194 | to trigger inventory checkers. |
4275 | to trigger inventory checkers. |
… | |
… | |
4229 | players can learn it by reading the book. Once learned, players |
4310 | players can learn it by reading the book. Once learned, players |
4230 | can use the spell as often as they like. With increasing skill level |
4311 | can use the spell as often as they like. With increasing skill level |
4231 | of the player, spells may gain power but also increase cost.<br> |
4312 | of the player, spells may gain power but also increase cost.<br> |
4232 | Monsters can use spells which are put in their inventory (provided |
4313 | Monsters can use spells which are put in their inventory (provided |
4233 | that certain "enabling" settings are correct). The monster's |
4314 | that certain "enabling" settings are correct). The monster's |
4234 | <treasurelist> can also be used to provide it with spells. ]]> |
4315 | <treasurelist> can also be used to provide it with spells.]]> |
4235 | </description> |
4316 | </description> |
4236 | <use><![CDATA[ |
4317 | <use><![CDATA[ |
4237 | A lot of the spells' settings can be tuned and customized. |
4318 | A lot of the spells' settings can be tuned and customized. |
4238 | When creating new spells which are accessible to players, it is |
4319 | When creating new spells which are accessible to players, it is |
4239 | important to think about balance. A single spell which is too |
4320 | important to think about balance. A single spell which is too |
4240 | powerful and/or too easy to use can eventually toss the whole skill |
4321 | powerful and/or too easy to use can eventually toss the whole skill |
4241 | and magic school system out of whack. Testing new spells is |
4322 | and magic school system out of whack. Testing new spells is |
4242 | quite important therefore. ]]> |
4323 | quite important therefore.]]> |
4243 | </use> |
4324 | </use> |
4244 | <attribute arch="no_drop" value="1" type="fixed" /> |
4325 | <attribute arch="no_drop" value="1" type="fixed" /> |
4245 | <attribute arch="invisible" value="1" type="fixed" /> |
4326 | <attribute arch="invisible" value="1" type="fixed" /> |
4246 | <attribute arch="skill" editor="skill name" type="string"> |
4327 | <attribute arch="skill" editor="skill name" type="string"> |
4247 | The <skill name> matches the skill which is needed |
4328 | The <skill name> matches the skill which is needed |
… | |
… | |
4279 | to read.<br><br> |
4360 | to read.<br><br> |
4280 | You can create widely customized spells only by adjusting the |
4361 | You can create widely customized spells only by adjusting the |
4281 | spell object in the spellbooks inventory. Refer to the description |
4362 | spell object in the spellbooks inventory. Refer to the description |
4282 | of spell objects for detailed information how to customize spells.<br> |
4363 | of spell objects for detailed information how to customize spells.<br> |
4283 | If you want to have a random spellbook instead, choose a <treasurelist> |
4364 | If you want to have a random spellbook instead, choose a <treasurelist> |
4284 | with a compilation of spells that the book may contain. ]]> |
4365 | with a compilation of spells that the book may contain.]]> |
4285 | </description> |
4366 | </description> |
4286 | <use><![CDATA[ |
4367 | <use><![CDATA[ |
4287 | Don't put any of the godgiven spells into a spellbook! These are |
4368 | Don't put any of the godgiven spells into a spellbook! These are |
4288 | reserved for the followers of the appropriate cults. Handing them |
4369 | reserved for the followers of the appropriate cults. Handing them |
4289 | out in a spellbook would violate the balance between different religions. |
4370 | out in a spellbook would violate the balance between different religions. |
4290 | <br><br> |
4371 | <br><br> |
4291 | Note that there is no fundamental difference between the spellbooks |
4372 | Note that there is no fundamental difference between the spellbooks |
4292 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4373 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4293 | even praying). The difference lies only in the spells they contain. |
4374 | even praying). The difference lies only in the spells they contain. |
4294 | It is up to you, the mapmaker, to pick the right type of book |
4375 | It is up to you, the mapmaker, to pick the right type of book |
4295 | for your spells. ]]> |
4376 | for your spells.]]> |
4296 | </use> |
4377 | </use> |
4297 | <attribute arch="skill" value="literacy" type="fixed" /> |
4378 | <attribute arch="skill" value="literacy" type="fixed" /> |
4298 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4379 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4299 | There are two ways to put spells into a spellbook: |
4380 | There are two ways to put spells into a spellbook: |
4300 | 1. Put a spell object in the books inventory. In this case, |
4381 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4319 | </ignore> |
4400 | </ignore> |
4320 | <description><![CDATA[ |
4401 | <description><![CDATA[ |
4321 | Spinners change the direction of spell objects and other projectiles |
4402 | Spinners change the direction of spell objects and other projectiles |
4322 | that fly past. Unlike directors, it does make a difference from what |
4403 | that fly past. Unlike directors, it does make a difference from what |
4323 | angle you shoot into the spinner. The direction of objects flying past |
4404 | angle you shoot into the spinner. The direction of objects flying past |
4324 | is always changed by a certain degree. ]]> |
4405 | is always changed by a certain degree.]]> |
4325 | </description> |
4406 | </description> |
4326 | <use><![CDATA[ |
4407 | <use><![CDATA[ |
4327 | Spinners are very rarely used. I believe they are quite |
4408 | Spinners are very rarely used. I believe they are quite |
4328 | confusing and pointless. The only use I can think of is building |
4409 | confusing and pointless. The only use I can think of is building |
4329 | some puzzle about where to shoot into spinners to shoot somewhere you |
4410 | some puzzle about where to shoot into spinners to shoot somewhere you |
4330 | otherwise couldn't. |
4411 | otherwise couldn't. |
4331 | |
4412 | |
4332 | When placing spinners on a map with magic walls, make sure the spell- |
4413 | When placing spinners on a map with magic walls, make sure the spell- |
4333 | projectiles from magic walls don't get to fly in loops. ]]> |
4414 | projectiles from magic walls don't get to fly in loops.]]> |
4334 | </use> |
4415 | </use> |
4335 | <attribute arch="sp" editor="direction number" type="int"> |
4416 | <attribute arch="sp" editor="direction number" type="int"> |
4336 | The spinner will change the direction of flying objects by |
4417 | The spinner will change the direction of flying objects by |
4337 | 45 degrees per <direction number>. Negative values spin clockwise, |
4418 | 45 degrees per <direction number>. Negative values spin clockwise, |
4338 | positive values counter clockwise. |
4419 | positive values counter clockwise. |
… | |
… | |
4351 | Swamp areas show a special behaviour: |
4432 | Swamp areas show a special behaviour: |
4352 | When a player stands still on a swamp-square for too long, |
4433 | When a player stands still on a swamp-square for too long, |
4353 | he will start to sink in and eventually drown and die. |
4434 | he will start to sink in and eventually drown and die. |
4354 | Items dropped on the swamp sink in and dissapear. |
4435 | Items dropped on the swamp sink in and dissapear. |
4355 | Players with knowledge of the woodsman skill are a lot less likely |
4436 | Players with knowledge of the woodsman skill are a lot less likely |
4356 | to die in the swamp. ]]> |
4437 | to die in the swamp.]]> |
4357 | </description> |
4438 | </description> |
4358 | <attribute arch="is_floor" value="1" type="fixed" /> |
4439 | <attribute arch="is_floor" value="1" type="fixed" /> |
4359 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4440 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4360 | <attribute arch="speed" editor="drowning speed" type="float"> |
4441 | <attribute arch="speed" editor="drowning speed" type="float"> |
4361 | The higher the <drowning speed>, the faster will players and items |
4442 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4385 | different location. The main difference to the object-type exit |
4466 | different location. The main difference to the object-type exit |
4386 | is the possibility to have teleporters connected to levers/buttons/etc. |
4467 | is the possibility to have teleporters connected to levers/buttons/etc. |
4387 | Sometimes teleporters are activated even against the players will. |
4468 | Sometimes teleporters are activated even against the players will. |
4388 | <br><br> |
4469 | <br><br> |
4389 | Unlike exits, teleporters can also transfer items and |
4470 | Unlike exits, teleporters can also transfer items and |
4390 | monsters to different locations on the same map. ]]> |
4471 | monsters to different locations on the same map.]]> |
4391 | </description> |
4472 | </description> |
4392 | <use><![CDATA[ |
4473 | <use><![CDATA[ |
4393 | When creating maps, I guess sooner or later you'll want to have |
4474 | When creating maps, I guess sooner or later you'll want to have |
4394 | an invisible teleporter. If using "invisible 1", the teleporter |
4475 | an invisible teleporter. If using "invisible 1", the teleporter |
4395 | can still be discovered with the show_invisible spell. And in |
4476 | can still be discovered with the show_invisible spell. And in |
4396 | some cases you can't place it under the floor to prevent this. |
4477 | some cases you can't place it under the floor to prevent this. |
4397 | <br><br> |
4478 | <br><br> |
4398 | Fortunately, there is a cool trick to make a perfectly invisible |
4479 | Fortunately, there is a cool trick to make a perfectly invisible |
4399 | teleporter: You simply add teleporter functionality to the floor |
4480 | teleporter: You simply add teleporter functionality to the floor |
4400 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4481 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4401 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4482 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4402 | </use> |
4483 | </use> |
4403 | <attribute arch="slaying" editor="exit path" type="string"> |
4484 | <attribute arch="slaying" editor="exit path" type="string"> |
4404 | The exit path specifies the map that the player is transferred to. |
4485 | The exit path specifies the map that the player is transferred to. |
4405 | <exit path> can be an absolute path, beginning with '/' |
4486 | <exit path> can be an absolute path, beginning with '/' |
4406 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4487 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4442 | be transferred to the "default enter location" of the destined map. |
4523 | be transferred to the "default enter location" of the destined map. |
4443 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4524 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4444 | please DO NOT use that. It turned out to be a source for numerous |
4525 | please DO NOT use that. It turned out to be a source for numerous |
4445 | map-bugs. |
4526 | map-bugs. |
4446 | </attribute> |
4527 | </attribute> |
4447 | <attribute arch="connected" editor="connection" type="int"> |
4528 | <attribute arch="connected" editor="connection" type="string"> |
4448 | If a connection value is set, the teleporter will be activated |
4529 | If a connection value is set, the teleporter will be activated |
4449 | whenever the connection is triggered. To use this properly, |
4530 | whenever the connection is triggered. To use this properly, |
4450 | <activation speed> must be zero. |
4531 | <activation speed> must be zero. |
4451 | </attribute> |
4532 | </attribute> |
4452 | &activate_on; |
4533 | &activate_on; |
… | |
… | |
4478 | after some time.]]> |
4559 | after some time.]]> |
4479 | </description> |
4560 | </description> |
4480 | <use><![CDATA[ |
4561 | <use><![CDATA[ |
4481 | Use gates to divide your maps into separated areas. After solving |
4562 | Use gates to divide your maps into separated areas. After solving |
4482 | area A, the player gains access to area B, and so on. Make your |
4563 | area A, the player gains access to area B, and so on. Make your |
4483 | maps more complex than "one-way". ]]> |
4564 | maps more complex than "one-way".]]> |
4484 | </use> |
4565 | </use> |
4485 | <attribute arch="no_pick" value="1" type="fixed" /> |
4566 | <attribute arch="no_pick" value="1" type="fixed" /> |
4486 | <attribute arch="connected" editor="connection" type="int"> |
4567 | <attribute arch="connected" editor="connection" type="string"> |
4487 | Whenever the inventory checker is triggered, all objects with identical |
4568 | Whenever the inventory checker is triggered, all objects with identical |
4488 | <connection> value get activated. This only makes sense together with |
4569 | <connection> value get activated. This only makes sense together with |
4489 | <blocking passage> disabled. If unset, the gate opens automatically |
4570 | <blocking passage> disabled. If unset, the gate opens automatically |
4490 | after some time. |
4571 | after some time. |
4491 | </attribute> |
4572 | </attribute> |
… | |
… | |
4558 | </attribute> |
4639 | </attribute> |
4559 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4640 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4560 | This attribute defines what attacktype to use for direct damage when |
4641 | This attribute defines what attacktype to use for direct damage when |
4561 | the trap detonates. |
4642 | the trap detonates. |
4562 | </attribute> |
4643 | </attribute> |
4563 | <attribute arch="connected" editor="connection" type="int"> |
4644 | <attribute arch="connected" editor="connection" type="string"> |
4564 | When the trap is detonated, all objects with the same |
4645 | When the trap is detonated, all objects with the same |
4565 | connection value get activated. |
4646 | connection value get activated. |
4566 | </attribute> |
4647 | </attribute> |
4567 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4648 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4568 | When the trap detonates, this text is displayed to the |
4649 | When the trap detonates, this text is displayed to the |
… | |
… | |
4580 | Trapdoors are very similar to pits. The difference is that they |
4661 | Trapdoors are very similar to pits. The difference is that they |
4581 | can not be closed. Instead, the weight of the object on the |
4662 | can not be closed. Instead, the weight of the object on the |
4582 | trapdoor determines weither it slams the trapdoor open and falls through |
4663 | trapdoor determines weither it slams the trapdoor open and falls through |
4583 | or not.<br> |
4664 | or not.<br> |
4584 | Once a trapdoor has been opened (by a creature or items of sufficient |
4665 | Once a trapdoor has been opened (by a creature or items of sufficient |
4585 | weight,) it remains open, acting like an opened pit. ]]> |
4666 | weight,) it remains open, acting like an opened pit.]]> |
4586 | </description> |
4667 | </description> |
4587 | <use><![CDATA[ |
4668 | <use><![CDATA[ |
4588 | Trapdoors should be used in the same fashion as pits: |
4669 | Trapdoors should be used in the same fashion as pits: |
4589 | They should always drop the victims to some kind of lower level. They |
4670 | They should always drop the victims to some kind of lower level. They |
4590 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4671 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4591 | </use> |
4672 | </use> |
4592 | <attribute arch="no_pick" value="1" type="fixed" /> |
4673 | <attribute arch="no_pick" value="1" type="fixed" /> |
4593 | &move_on; |
4674 | &move_on; |
4594 | <attribute arch="weight" editor="hold weight" type="int"> |
4675 | <attribute arch="weight" editor="hold weight" type="int"> |
4595 | This value defines how much weight the trapdoor can hold. |
4676 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4621 | <attribute arch="value" /> |
4702 | <attribute arch="value" /> |
4622 | <attribute arch="material" /> |
4703 | <attribute arch="material" /> |
4623 | </ignore> |
4704 | </ignore> |
4624 | <description><![CDATA[ |
4705 | <description><![CDATA[ |
4625 | A treasure-object turns into certain randomitems when the map is loaded |
4706 | A treasure-object turns into certain randomitems when the map is loaded |
4626 | into the game. ]]> |
4707 | into the game.]]> |
4627 | </description> |
4708 | </description> |
4628 | <use><![CDATA[ |
4709 | <use><![CDATA[ |
4629 | About usage of the "random-artifact" treasurelist: |
4710 | About usage of the "random-artifact" treasurelist: |
4630 | This will generate powerful stuff like girdles, xray helmets, special |
4711 | This will generate powerful stuff like girdles, xray helmets, special |
4631 | swords etc. If you put this as reward to your quest, players might be |
4712 | swords etc. If you put this as reward to your quest, players might be |
4632 | motivated to do it more than once. BUT, by doing so they will get a huge |
4713 | motivated to do it more than once. BUT, by doing so they will get a huge |
4633 | number of different artifacts! Besides, players will always seek the place |
4714 | number of different artifacts! Besides, players will always seek the place |
4634 | with the most easy-to-get random artifact and ignore all others. |
4715 | with the most easy-to-get random artifact and ignore all others. |
4635 | My advice: Don't use it! Attract players with good fighting experience |
4716 | My advice: Don't use it! Attract players with good fighting experience |
4636 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4717 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4637 | </use> |
4718 | </use> |
4638 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4719 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4639 | This entry determines what kind of treasure will appear. Look into |
4720 | This entry determines what kind of treasure will appear. Look into |
4640 | /crossfire/share/crossfire/treasures for details about existing |
4721 | /crossfire/share/crossfire/treasures for details about existing |
4641 | treasurelists. |
4722 | treasurelists. |
… | |
… | |
4672 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4753 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4673 | <key string> which can be discovered by detectors or inventory |
4754 | <key string> which can be discovered by detectors or inventory |
4674 | checkers. It is also possible to use markers for removing marks again. |
4755 | checkers. It is also possible to use markers for removing marks again. |
4675 | <br><br> |
4756 | <br><br> |
4676 | Note that the player has no possibility to "see" his own marks, |
4757 | Note that the player has no possibility to "see" his own marks, |
4677 | except by the effect that they cause on the maps. ]]> |
4758 | except by the effect that they cause on the maps.]]> |
4678 | </description> |
4759 | </description> |
4679 | <use><![CDATA[ |
4760 | <use><![CDATA[ |
4680 | Markers hold real cool possibilities for map-making. I encourage |
4761 | Markers hold real cool possibilities for map-making. I encourage |
4681 | you to use them frequently. However there is one negative point |
4762 | you to use them frequently. However there is one negative point |
4682 | about markers: Players don't "see" what's going on with them. It is |
4763 | about markers: Players don't "see" what's going on with them. It is |
4683 | your task, as map-creator, to make sure the player is always well |
4764 | your task, as map-creator, to make sure the player is always well |
4684 | informed and never confused. |
4765 | informed and never confused. |
4685 | <br><br> |
4766 | <br><br> |
4686 | Please avoid infinite markers when they aren't needed. They're |
4767 | Please avoid infinite markers when they aren't needed. They're |
4687 | using a little space in the player file after all, so if there |
4768 | using a little space in the player file after all, so if there |
4688 | is no real purpose, set an expire time. ]]> |
4769 | is no real purpose, set an expire time.]]> |
4689 | </use> |
4770 | </use> |
4690 | <attribute arch="no_pick" value="1" type="fixed" /> |
4771 | <attribute arch="no_pick" value="1" type="fixed" /> |
4691 | <attribute arch="slaying" editor="key string" type="string"> |
4772 | <attribute arch="slaying" editor="key string" type="string"> |
4692 | The <key string> can be detected by inv. checkers/detectors. |
4773 | The <key string> can be detected by inv. checkers/detectors. |
4693 | If the player already has a force with that <key string>, |
4774 | If the player already has a force with that <key string>, |
4694 | there won't be inserted a second one. |
4775 | there won't be inserted a second one. |
4695 | </attribute> |
4776 | </attribute> |
4696 | <attribute arch="connected" editor="connection" type="int"> |
4777 | <attribute arch="connected" editor="connection" type="string"> |
4697 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4778 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4698 | </attribute> |
4779 | </attribute> |
4699 | <attribute arch="food" editor="mark duration" type="int"> |
4780 | <attribute arch="food" editor="mark duration" type="int"> |
4700 | This value defines the duration of the force it inserts. |
4781 | This value defines the duration of the force it inserts. |
4701 | If nonzero, the duration of the player's mark is finite: |
4782 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4732 | <attribute arch="name_pl" /> |
4813 | <attribute arch="name_pl" /> |
4733 | <attribute arch="value" /> |
4814 | <attribute arch="value" /> |
4734 | <attribute arch="unpaid" /> |
4815 | <attribute arch="unpaid" /> |
4735 | </ignore> |
4816 | </ignore> |
4736 | <description><![CDATA[ |
4817 | <description><![CDATA[ |
4737 | Walls usually block passage and sight. ]]> |
4818 | Walls usually block passage and sight.]]> |
4738 | </description> |
4819 | </description> |
4739 | &movement_types_terrain; |
4820 | &movement_types_terrain; |
4740 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4821 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4741 | If set, the object is able to "roll", so it can be pushed around. |
4822 | If set, the object is able to "roll", so it can be pushed around. |
4742 | This setting is used for boulders and barrels. |
4823 | This setting is used for boulders and barrels. |
… | |
… | |
4755 | <type number="109" name="Wand & Staff"> |
4836 | <type number="109" name="Wand & Staff"> |
4756 | <description><![CDATA[ |
4837 | <description><![CDATA[ |
4757 | Wands contain a certain spell. The player can apply (ready) and |
4838 | Wands contain a certain spell. The player can apply (ready) and |
4758 | fire the wand. After a defined number of casts, the wand is |
4839 | fire the wand. After a defined number of casts, the wand is |
4759 | "used up". It is possible to recharge a wand with scrolls of |
4840 | "used up". It is possible to recharge a wand with scrolls of |
4760 | charging, but usually that isn't worth the cost. ]]> |
4841 | charging, but usually that isn't worth the cost.]]> |
4761 | </description> |
4842 | </description> |
4762 | <use><![CDATA[ |
4843 | <use><![CDATA[ |
4763 | Wands are quite seldomly used. The reason prolly is that they're |
4844 | Wands are quite seldomly used. The reason prolly is that they're |
4764 | generally not cost-efficient. Handing out high-level wands with |
4845 | generally not cost-efficient. Handing out high-level wands with |
4765 | powerful special spells isn't a good idea either, because of |
4846 | powerful special spells isn't a good idea either, because of |
4766 | the recharge ability. |
4847 | the recharge ability. |
4767 | <br><br> |
4848 | <br><br> |
4768 | For low levels, staffs of healing/cure and word of recall are |
4849 | For low levels, staffs of healing/cure and word of recall are |
4769 | quite desirable though. Ideal rewards for low level quests. ]]> |
4850 | quite desirable though. Ideal rewards for low level quests.]]> |
4770 | </use> |
4851 | </use> |
4771 | <attribute arch="sp" editor="spell" type="spell"> |
4852 | <attribute arch="sp" editor="spell" type="spell"> |
4772 | The <spell> specifies the contained spell. |
4853 | The <spell> specifies the contained spell. |
4773 | </attribute> |
4854 | </attribute> |
4774 | <attribute arch="level" editor="casting level" type="int"> |
4855 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4799 | <ignore_list name="non_pickable" /> |
4880 | <ignore_list name="non_pickable" /> |
4800 | </ignore> |
4881 | </ignore> |
4801 | <description><![CDATA[ |
4882 | <description><![CDATA[ |
4802 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4883 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4803 | these weak walls look similar to their solid "relatives" except |
4884 | these weak walls look similar to their solid "relatives" except |
4804 | for a small crack or little chunks of wall on the ground. ]]> |
4885 | for a small crack or little chunks of wall on the ground.]]> |
4805 | </description> |
4886 | </description> |
4806 | <use><![CDATA[ |
4887 | <use><![CDATA[ |
4807 | If you want to create hidden rooms, using weak walls is alot |
4888 | If you want to create hidden rooms, using weak walls is alot |
4808 | better than completely indiscernible passages in a wall.<br> |
4889 | better than completely indiscernible passages in a wall.<br> |
4809 | Anyways, there can be a lot more to weak walls than just finding |
4890 | Anyways, there can be a lot more to weak walls than just finding |
4810 | them: Rising their defensive stats, weak walls can become a |
4891 | them: Rising their defensive stats, weak walls can become a |
4811 | serious obstacle. An ice wall might only be torn down by a fire |
4892 | serious obstacle. An ice wall might only be torn down by a fire |
4812 | attack for example. A granite wall for instance might be very |
4893 | attack for example. A granite wall for instance might be very |
4813 | hard to destroy. ]]> |
4894 | hard to destroy.]]> |
4814 | </use> |
4895 | </use> |
4815 | <attribute arch="alive" value="1" type="fixed" /> |
4896 | <attribute arch="alive" value="1" type="fixed" /> |
4816 | <attribute arch="no_pick" value="1" type="fixed" /> |
4897 | <attribute arch="no_pick" value="1" type="fixed" /> |
4817 | <attribute arch="tear_down" value="1" type="fixed" /> |
4898 | <attribute arch="tear_down" value="1" type="fixed" /> |
4818 | <attribute arch="race" editor="race" type="string"> |
4899 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4847 | <!--####################################################################--> |
4928 | <!--####################################################################--> |
4848 | <type number="15" name="Weapon"> |
4929 | <type number="15" name="Weapon"> |
4849 | <description><![CDATA[ |
4930 | <description><![CDATA[ |
4850 | Wielding a weapon, the object's stats will directly be inherited to the |
4931 | Wielding a weapon, the object's stats will directly be inherited to the |
4851 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4932 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4852 | be improved with scrolls. ]]> |
4933 | be improved with scrolls.]]> |
4853 | </description> |
4934 | </description> |
4854 | <use><![CDATA[ |
4935 | <use><![CDATA[ |
4855 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4936 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4856 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4937 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4857 | fighting AND questing. ]]> |
4938 | fighting AND questing.]]> |
4858 | </use> |
4939 | </use> |
4859 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4940 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4860 | This number is a bitmask, specifying the weapon's attacktypes. |
4941 | This number is a bitmask, specifying the weapon's attacktypes. |
4861 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4942 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4862 | have no more than one or two attacktypes. Keep in mind that all weapons |
4943 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5036 | </type> |
5117 | </type> |
5037 | |
5118 | |
5038 | <type number="116" name="Event Connector"> |
5119 | <type number="116" name="Event Connector"> |
5039 | <description><![CDATA[ |
5120 | <description><![CDATA[ |
5040 | Event connectors link specific events that happen to objects to |
5121 | Event connectors link specific events that happen to objects to |
5041 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5122 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5042 | </description> |
5123 | </description> |
5043 | </type> |
5124 | </type> |
5044 | |
5125 | |
5045 | </types> |
5126 | </types> |